ESport programs in high school: what’s at play?
BackgroundA growing number of high schools in Canada offer eSports (ES) in their facilities, which raises concerns regarding this activity’s potential health risks for adolescents.MethodsThe aim of this study is to describe the characteristics of 67 ...
Antoine Lemay +3 more
doaj +1 more source
Attentional bias in excessive Internet gamers: Experimental investigations using an addiction Stroop and a visual probe [PDF]
Background and aims Internet Gaming Disorder is included in the Diagnostic and statistical manual of mental disorders (5th edition) as a disorder that merits further research.
Barke, Antonia +2 more
core +1 more source
Towards a Developmental Retribution and Reciprocity Model (RRM): Implications for Youth Justice
ABSTRACT Youth justice systems are frequently justified by reference to developmental change, yet chronological age is often treated as a proxy for underlying psychological processes. This paper develops a Developmental Retribution and Reciprocity Model (RRM), integrating evolutionary criminology with contemporary developmental neuroscience to clarify ...
Evelyn Svingen
wiley +1 more source
Gaming capital: Rethinking literacy [PDF]
This paper is part of the symposium: Gameplay, gameplayers and gaming capital: Exploring intersections between games, education and adolescent subjectivities in virtual worlds PEER REFEREEING REQUIRED In rethinking literacy education in light of ...
Apperley, Thomas, Walsh, Christopher
core
A longitudinal study for the empirical validation of an etiopathogenetic model of internet addiction in adolescence based on early emotion regulation [PDF]
Several etiopathogenetic models have been conceptualized for the onset of Internet Addiction (IA). However, no study had evaluated the possible predictive efect of early emotion regulation strategies on the development of IA in adolescence.
Cimino, Silvia, Cerniglia, Luca
core +4 more sources
AbstractBackground and aimsIn 2021, China implemented a policy to prevent adolescents from excessive online gaming, with the goal of encouraging healthier leisure activities.MethodsThree months after this policy was implemented, we conducted a study involving 430 Chinese adolescents who regularly played online games for over two hours daily before the ...
Xinyu Zhou +4 more
openaire +3 more sources
A Meta‐Analysis and Systematic Review of Single‐Session Interventions for Eating Disorders
ABSTRACT Background There is a critical gap between the need for eating disorder (ED) treatment and provider availability. Single‐Session Interventions (SSIs) are structured programs intentionally designed for a single client encounter and show promise for filling ED‐treatment and prevention gaps by enhancing accessibility of evidence‐based ...
Sonakshi Negi +3 more
wiley +1 more source
A cross-genre study of online gaming: player demographics, motivation for play, and social interactions among players [PDF]
One key limitation with the contemporary online gaming research literature is that much of the published research has tended to examine only one genre of games (i.e., Massively Multiplayer Online Role Playing Games).
Ghuman, D, Griffiths, MD
core
Anthropologist, heal thyself: Toward an anthropology of healing through relational interbeing
Abstract I call for an anthropology that confronts its own woundedness. Anthropologists often bear witness to suffering but rarely examine how our own grief, trauma, and institutional distress shape the affective tone of our work. Drawing on fieldwork with Runa (Quechua) women affected by forced sterilization in Peru and guided by my collaborator and ...
Lucía Isabel Stavig
wiley +1 more source
IntroductionAs adolescent pathological gaming is increasingly recognized as a societal issue, previous research has aimed to identify the effects of family-related factors (e.g., parenting attitudes, parent–child relationship, etc.) and adolescents ...
Jae In Choi +3 more
doaj +1 more source

