Social interactions in massively multiplayer online role-playing gamers [PDF]
To date, most research into massively multiplayer online role-playing games (MMORPGs) has examined the demographics of play. This study explored the social interactions that occur both within and outside of MMORPGs.
Helena Cole +3 more
core +1 more source
Impaired decisional impulsivity in pathological videogamers [PDF]
Background Pathological gaming is an emerging and poorly understood problem. Impulsivity is commonly impaired in disorders of behavioural and substance addiction, hence we sought to systematically investigate the different subtypes of decisional and ...
A Johansson +51 more
core +2 more sources
(Ré)Concilier jeux vidéo et littérature numérique
With the digital remediation of text, the didactics of French could take advantage of new literary objects to teach digital literacy (Lebrun et al., 2020).
Amélie Vallières
doaj +1 more source
Gen X and Digital Games: Looking back to look forward [PDF]
Despite there being increased attention in recent years to older adults who actively play digital games, it seems that there has been comparatively minimal scholarly focus on the next generation of older adult gamers – Generation X gamers.
Brown, Julie A., Marston, Hannah R.
core +1 more source
Comparison of Behavioral Changes and Brain Activity between Adolescents with Internet Gaming Disorder and Student Pro-Gamers [PDF]
While pro-gamers play according to defined living habits and planned schedules, adolescents with internet gaming disorder (IGD) exhibit irregular lifestyles and unregulated impulsive gaming behavior. Fourteen IGD adolescents and 12 pro-gaming students participated in this study. At baseline and after one year, demographic data, the Child Behavior Check
Ki Hyeon Kwak +3 more
openaire +2 more sources
Pathologic use of video games and gotivation. Can the Gaming Motivation Scale (GAMS) predict depression and trait anxiety? [PDF]
Videogaming is an increasingly prevalent activity among adolescents worldwide. The present study aimed at adapting the Gaming Motivation Scale (GAMS) to the Italian context, assessing its psychometric properties and verifying its sensitivity to predict ...
Curcio, Giuseppe +2 more
core +1 more source
Pathological gaming among adolescents has been reported to hamper the achievement of a balanced life and to threaten the development of social competencies.
Hyeon Gyu Jeon +3 more
doaj +1 more source
The neural basis of video gaming [PDF]
Video game playing is a frequent recreational activity. Previous studies have reported an involvement of dopamine-related ventral striatum. However, structural brain correlates of video game playing have not been investigated.
A Barbot +25 more
core +3 more sources
Automatic mental processes, automatic actions and behaviours in game transfer phenomena: an empirical self-report study using online forum data [PDF]
Previous studies have demonstrated that the playing of videogames can have both intended and unintended effects. The purpose of this study was to investigate the influence of videogames on players’ mental processes and behaviours in day-to-day settings ...
A Ichimura +25 more
core +1 more source
A Latent Class Approach for Classifying the Problem and Disordered Gamers in a Group of Adolescence [PDF]
Gaming disorder is not yet recognized as a formal psychiatric disorder, and consensus is still lacking in the field concerning the definition of gaming disorder and what methods should be used to measure it. In order to deal with methodological challenges related to previously suggested approaches, the aim of the present study was to develop an ...
Myrseth, Helga, Notelaers, Guy
openaire +6 more sources

