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Association Between Adolescent Internet Gaming and Adult Problematic Web-Based Board Gaming

open access: yesFrontiers in Psychiatry, 2021
Introduction: The results of studies comparing the characteristics of Internet gaming with those of Internet gambling have been controversial. We hypothesized that problematic web-based board gaming behaviors are associated with psychological and social ...
Hanil Ryoo   +4 more
doaj   +1 more source

School Climate and School Identification as Determinants of Internet Gaming Disorder Among Chinese Adolescent Internet Gamers: Cross-Sectional Mediation Study

open access: yesJMIR Serious Games
BackgroundSchool climate and school identification are important features of the school environment and potential determinants of adolescent internet gaming disorder (IGD). ObjectiveThis novel study investigated their joint effects on IGD and
Yanqiu Yu   +9 more
doaj   +3 more sources

Evaluation of the Psychometric Properties of the Chinese Internet Gaming Disorder Checklist (C-IGDC) Among Chinese Adolescents

open access: yesFrontiers in Psychiatry, 2021
As the first DSM-5 based, multidimensional screening tool of Internet gaming disorder (IGD) designed for Chinese gamers, the Chinese Internet Gaming Disorder Checklist (C-IGDC) has shown satisfactory psychometric properties among Chinese young adults ...
Juliet Honglei Chen   +7 more
doaj   +1 more source

Occurrence of problematic Internet use and its correlates among Egyptian adolescent students in international schools in Cairo

open access: yesMiddle East Current Psychiatry, 2022
Background Internet addiction is a global phenomenon that has been a topic of great interest to researchers, clinicians, teachers, parents, and community groups.
Reem El Fiky   +5 more
doaj   +1 more source

Desensitized gamers? Violent video game exposure and empathy for pain in adolescents – an ERP study

open access: yesSocial Neuroscience, 2023
This Event-Related Potential (ERP) study aimed to test how habitual and short-term violent video game exposure (VVGE) may affect empathy for pain responses in adolescents. In a within-subjects design, boys (N = 56; aged 12-16 years) performed a pain judgment task before and immediately after playing a violent video game.
Ewa Miedzobrodzka   +3 more
openaire   +4 more sources

RUST-ED BEYOND REPAIR – LET’S TALK INTERNET GAMING AND ADDICTION

open access: yesEuropean Psychiatry, 2023
Introduction “Rust is one of the cruellest games on Steam, and that’s what makes it so compelling.” (PC Gamer) Rust is a multiplayer-only survival video game. It’s full release was in 2018. The average age of a player is between 17 and 40 years. However,
K. Laxton
doaj   +1 more source

Female Gamers: [PDF]

open access: yes, 2013
International evidence indicates that the number of females involved in video-gaming is increasing. Within the context of this increase, there is a need to explore the experiences of this group of gamers in detail.
A.Lewis   +6 more
core   +1 more source

Gaming Motivation and Negative Psychosocial Outcomes in Male Adolescents: An Individual-Centered 1-Year Longitudinal Study

open access: yesFrontiers in Psychology, 2021
“Gaming motivation” is a useful concept to draw upon when considering inconsistencies in the effects of online gaming on psychosocial wellbeing. However, most prior studies that utilize it are cross-sectional and do not allow that individuals can be ...
Ling Wang   +14 more
doaj   +1 more source

In-session gaming as a tool in treating adolescent problematic gaming.

open access: yesFamily Process, 2022
For some adolescent gamers, playing online games may become problematic, impairing functioning in personal, family, and other life domains. Parental and family factors are known to influence the odds that adolescents may develop problematic gaming (PG ...
Philip Nielsen   +4 more
semanticscholar   +1 more source

Online gaming addiction in children and adolescents: a review of empirical research [PDF]

open access: yes, 2012
Background and aims: Research suggests that excessive online gaming may lead to symptoms commonly experienced by substance addicts. Since games are particularly appealing to children and adolescents, these individuals may be more at risk than other ...
Griffiths, MD, Kuss, DJ
core   +1 more source

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