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Prevalence of Internet Gaming Disorder and Its Association With Personality Traits and Gaming Characteristics Among Chinese Adolescent Gamers [PDF]

open access: yesFrontiers in Psychiatry, 2020
Background: Internet gaming is extremely popular in China. However, some players overuse it, with negative outcomes. Knowing the prevalence rate and specific risk factors can provide a better understanding of the etiology of Internet Gaming Disorder (IGD)
Zhenjiang Liao   +17 more
doaj   +8 more sources

Videogame-related experiences among regular adolescent gamers. [PDF]

open access: yesPLoS ONE, 2020
The objective of this study was to identify the videogame-related experiences expressed by regular adolescent gamers and to explore the socio-family factors related to these experiences.
José Antonio Ponce-Blandón   +5 more
doaj   +10 more sources

Assessing ICD-11 Gaming Disorder in Adolescent Gamers: Development and Validation of the Gaming Disorder Scale for Adolescents (GADIS-A). [PDF]

open access: yesJ Clin Med, 2020
Background: Adolescents affected by Gaming Disorder (GD) show substantial impairments in daily functioning. GD was included in the 11th revision of the International Classification of Diseases (ICD-11) as a new diagnosis coming into effect in January ...
Paschke K, Austermann MI, Thomasius R.
europepmc   +7 more sources

Associations of emotional experience with gaming duration and risk of gaming disorder among adolescent gamers: An ecological momentary assessment study. [PDF]

open access: yesAddiction
Background and aims Affect has been shown to be associated with gaming disorder (GD), but little is known about how its temporal tendency may predict excessive gaming. We aimed to evaluate how affect intensity and fluctuations may predict gaming duration
Lo CKM   +5 more
europepmc   +5 more sources

What's About Adolescent Online Gamers' Mental Health? Psychological and Cortisol‐Stress‐System Outcomes in Childhood and Adolescence: A Prospective Longitudinal Case‐Control Study [PDF]

open access: yesHealth Science Reports
Background and Aims Internet gaming disorder (IGD) is a relevant psychiatric disorder during adolescence. Excessive digital gaming has been associated with youth mental health problems.
Stefan Mestermann   +10 more
doaj   +4 more sources

Assessing ICD-11 gaming disorder in adolescent gamers by parental ratings: Development and validation of the Gaming Disorder Scale for Parents (GADIS-P). [PDF]

open access: yesJ Behav Addict, 2021
Background and aims The addiction to digital games is associated with substantial impairments in daily functioning and adolescents are particularly at risk. Screening instruments for the new ICD-11 diagnosis Gaming Disorder (GD) are rare and only include
Paschke K, Austermann MI, Thomasius R.
europepmc   +2 more sources

Time Spent Gaming, Device Type, Addiction Scores, and Well-being of Adolescent English Gamers in the 2021 OxWell Survey: Latent Profile Analysis

open access: yesJMIR Pediatrics and Parenting, 2022
BackgroundThe shift in the last decades to screen-based and increasingly web-based gaming activity has raised concerns about its impact on the development of children and adolescents.
Simona Skripkauskaite, Mina Fazel
doaj   +2 more sources

Prevalence and types of video gaming and gambling activities among adolescent public school students: findings from a cross-sectional study in Italy

open access: yesItalian Journal of Pediatrics, 2022
Adolescence is characterized by emotional instability and risk-taking behaviours that can lead to, among other things, an increased risk of developing pathological video-gaming and gambling habits.
Loredana Cena   +7 more
doaj   +2 more sources

Adolescent Problem Gaming and Loot Box Purchasing in Video Games: Cross-sectional Observational Study Using Population-Based Cohort Data

open access: yesJMIR Serious Games, 2021
BackgroundVideo game loot boxes, which can typically be purchased by players or are given as reward, contain random virtual items, or loot, ranging from simple customization options for a player's avatar or character, to game-changing equipment such as ...
Ide, Soichiro   +7 more
doaj   +2 more sources

Complexities of Gaming Cultures: Adolescent Gamers Adapting and Transforming Learning [PDF]

open access: yesE-Learning and Digital Media, 2011
In 2007, the authors' ethnographic research study of 11 adolescent gamers began in a response to social concern regarding adolescent (dis)engagement in school literacy practices. Since then, the authors' ongoing research has revealed the importance of understanding and knowing more about individual gamers' ways of knowing, and also about the ...
Liz Merkel, Kathy Sanford
semanticscholar   +2 more sources

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