Results 271 to 280 of about 1,726,936 (307)
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Avatars as transitional objects: The impact of avatars and digital objects on adolescent gamers

Journal of Gaming & Virtual Worlds, 2016
Abstract With practically unlimited opportunities for having fun, the Internet and numerous applications rapidly became favourable means of popular media among members of the younger generation, who enthusiastically embraced the contributions of the new Digital Age.
B. Koles, Péter Nagy
semanticscholar   +3 more sources

Loot box engagement and problem gambling among adolescent gamers: Findings from a national survey.

Addictive Behaviors, 2019
Loot boxes represent a form of microtransaction in many video games that have some resemblance with gambling. Research on this subject is still in its infancy, and particular there are few studies involving young people. Using cross-sectional survey data
Søren Kristiansen   +1 more
semanticscholar   +3 more sources

Validation of the Expected Social Acceptance via Internet Gaming Scale (ESAIGS) Among Adolescent Internet Gamers in China

International Journal of Mental Health and Addiction, 2023
Yanqiu Yu   +4 more
semanticscholar   +2 more sources

Problematic online gaming, subjective health complaints, and depression among adolescent gamers from the United States: the role of console-gaming aggression

Journal of Children and Media, 2022
The purpose of this study was to examine the longitudinal relationship between problematic online gaming and subjective health complaints and depressive symptoms, and the moderation of console-gaming aggression (i.e. verbal aggression, camping, trolling)
Michelle F. Wright, Sebastian Wachs
semanticscholar   +1 more source

Pathological Internet use among adolescents: Comparing gamers and non-gamers

Psychiatry Research, 2015
"Internet gaming disorder" was recently included in Section 3 of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). Non-gaming Internet activities were not considered because of a lack of evidence. This study examined whether gamers differ from non-gamers with respect to their psychological well-being among students who show ...
Esther Strittmatter   +15 more
openaire   +3 more sources

Two perspectives on gaming social capital among Korean adolescents’ gamers

Entertainment Computing, 2022
Abstract The present study examined the associations of gaming social capital formed through game playing on offline social capital (bonding- and bridging social capital) and, further, with negative effects of gaming disorder. To do this, this work continuously tracked a cohort of Korean adolescent participants (N = 451) at equal time intervals and ...
openaire   +1 more source

The emerging adolescent World of Warcraft video gamer: A five factor exploratory profile model

Entertainment Computing, 2016
Abstract This exploratory study discovered personality patterns among emerging adults (EA; aged 18–25) who played World of Warcraft (WoW). The authors examined differences between the 44-item personality measure Big Five Inventory (BFI) and emerging adult play style and specialization of WoW players through latent profile analysis (LPA).
Bean, Anthony M.   +4 more
openaire   +2 more sources

Game Behaviors among Adolescent MOBA Gamers in China: The Effects of Demographics, Trait Aggression, and Game Motivations

PRESENCE: Virtual and Augmented Reality, 2023
Abstract Game behaviors affect gamers’ psychological and behavioral development in real life. Previous studies have shown that demographic and basic personality traits are associated with game behaviors in massively multiplayer online role-playing games.
Shuai Chen   +4 more
openaire   +1 more source

Development and validation of the resource loss due to reduction in gaming time scale among adolescent internet gamers in China

Addictive Behaviors, 2023
Adolescent internet gaming disorder (IGD) is prevalent and positively associated with gaming time, a reduction of which is a common means of IGD prevention/treatment. Personal/interpersonal resource losses due to the reduction in gaming time (RL-RGT) are plausible. According to the Conservation of Resource (COR) theory, RL-RGT may cause mental distress
Yanqiu, Yu, Ji-Bin, Li, Joseph T F, Lau
openaire   +2 more sources

The lone gamer: Social exclusion predicts violent video game preferences and fuels aggressive inclinations in adolescent players

Aggressive Behavior, 2017
Violent video game playing has been linked to a wide range of negative outcomes, especially in adolescents. In the present research, we focused on a potential determinant of adolescents’ willingness to play violent video games: social exclusion. We also tested whether exclusion can predict increased aggressiveness following violent video game playing ...
Gabbiadini, A, Riva, P
openaire   +3 more sources

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