Results 121 to 130 of about 1,726,936 (307)

Upsetting experiences in the lives of neurodivergent young people: A qualitative analysis of accounts of adolescents diagnosed with attention‐deficit/hyperactivity disorder and/or autism

open access: yesJCPP Advances, EarlyView.
Abstract Background Accounts of emotional dysregulation in autism and attention‐deficit/hyperactivity disorder (ADHD) are typically based on external adult observations anchored in neurotypical notions of emotional responding. These often fail to place neurodivergent people's emotional responses in the context of the upsetting experiences they face ...
Georgia Pavlopoulou   +53 more
wiley   +1 more source

Game Transfer Phenomena in video game playing: a qualitative interview study [PDF]

open access: yes, 2011
Video game playing is a popular activity and its enjoyment among frequent players has been associated with absorption and immersion experiences. This paper examines how immersion in the video game environment can influence the player during the game and ...
Aronsson, K   +2 more
core  

The prevalence of food insecurity and its relationship with wellbeing in a large, cross‐sectional study of children and young people in England

open access: yesJCPP Advances, EarlyView.
AbstractBackgroundWe aimed to assess the prevalence of food insecurity reported by children and young people in four areas of England in 2023 and examine its association with mental health and wellbeing.MethodsWe used data from the OxWell student survey, a large, diverse, cross‐sectional study of 38,430 students aged 8–19 years, conducted primarily in ...
Giacomo Bignardi   +3 more
wiley   +1 more source

Internet Gaming Disorder and the DSM-5: Conceptualization, Debates, and Controversies [PDF]

open access: yes, 2015
Scientific interest in behavioral addictions (such as Internet gaming disorder [IGD]) has risen considerably over the last two decades. Moreover, the inclusion of IGD in Section 3 of DSM-5 will most likely stimulate such research even more.
Demetrovics, Z   +2 more
core   +1 more source

Sleep Quality and Attentional Function in Adolescent Gamers Aged 13-14 Years in Makassar

open access: yesJurnal Ilmiah Kesehatan (JIKA)
The prevalence of adolescents who spend >5 hours per day playing games has a higher risk of developing sleep disorders. Gaming addiction can cause sleep deprivation and the inability to concentrate, which can lead to attention disorders and impulsive behavior. This study is an analytical observational study with a cross-sectional design that aims to
Deni Hansen Limbeng   +5 more
openaire   +1 more source

Decision‐making and risk‐taking as predictors of health risk behaviors in the Millennium Cohort Study

open access: yesJCPP Advances, EarlyView.
Abstract Background Facets of decision‐making and risk‐taking are implicated in adolescent health risk behaviors; however, whether they may lead to adolescent engagement in substance use, gambling, and self‐harm is unknown. Methods We used the Millennium Cohort Study to test whether a task‐based measure of decision‐making and risk‐taking predicts ...
Nicole G. Hammond   +4 more
wiley   +1 more source

Examining early inhibitory control and emotion regulation as predictors of childhood internalizing and externalizing problems: A longitudinal study

open access: yesJCPP Advances, EarlyView.
In a longitudinal sample (n = 94), we tested links between inhibitory control at age 4, emotion regulation (ER) at age 6, and internalizing (INT) and externalizing (EXT) problems at ages 9–10. Early inhibitory control did not predict ER or later INT/EXT (no mediation), whereas ER at 6 showed prospective associations with both outcomes.
Lilja K. Jónsdóttir   +4 more
wiley   +1 more source

Examining how gamers connect with their avatars to assess their anxiety: A novel artificial intelligence approach

open access: yesActa Psychologica
Research has supported that a gamer's attachment to their avatar can offer significant insights about their mental health, including anxiety. To assess this hypothesis, longitudinal data from 565 adult and adolescent participants (Mage = 29.3 years, SD = 
Kaiden Hein   +4 more
doaj   +1 more source

Daily motivational underpinnings and outcomes of adolescent video gaming

open access: yes
Many adolescents spend a significant amount of daily time playing video games. Although only a minority are problematic gamers, adolescents are still a group which could be vulnerable to the influence of video games.
Josip Razum
semanticscholar   +1 more source

Co‐development of a digital animated video on attention deficit hyperactivity disorder with children and parents/carers

open access: yesJCPP Advances, EarlyView.
Abstract Background When receiving an attention deficit hyperactivity disorder (ADHD) diagnosis, children and families/carers need clear and accurate information about the condition in a suitable format. However, many of the available resources are complex or provide content that is not evidence‐based.
Sharifah Shameem Agha   +6 more
wiley   +1 more source

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