Results 51 to 60 of about 1,726,936 (307)

Prevalence and predictors of video game addiction: a study based on a national representative sample of gamers [PDF]

open access: yes, 2015
Video gaming has become a popular leisure activity in many parts of the world, and an increasing number of empirical studies examine the small minority that appears to develop problems as a result of excessive gaming.
C Hagquist   +39 more
core   +1 more source

Association of Video Gaming With Cognitive Performance Among Children

open access: yesJAMA Network Open, 2022
Key Points Question What is the association between video gaming and cognitive performance in children? Findings As part of the national Adolescent Brain Cognitive Development study and after controlling for confounding factors, results of this cross ...
B. Chaarani   +5 more
semanticscholar   +1 more source

Exploring the impact of internet gaming disorder on adolescent gamers using thematic analysis

open access: yesPsychology and Education Journal, 2021
Most of the top gaming companies are owned by China, Japan, Korea, and USA. However, the users of games, developed by these gaming tech-giants are worldwide.  Online/offline gaming has been a fascination for adolescents and adults ever since video games came in the global market.
openaire   +2 more sources

Adolescent Internet gaming addiction and personality characteristics by game genre.

open access: yesPLoS ONE, 2022
With the emergence of a new concept called 'Internet Gaming Disorder' in DSM-5 and ICD-11, related research is underway around the globe. However, not enough literature on Internet gaming addiction has considered the diversity in game genres.
Dongil Kim   +2 more
doaj   +1 more source

Investigating Adolescents’ Video Gaming and Gambling Activities, and Their Relationship With Behavioral, Emotional, and Social Difficulties: Protocol for a Multi-Informant Study

open access: yesJMIR Research Protocols, 2022
BackgroundGrowing empirical evidence suggests that adolescents have a relatively greater propensity to develop problematic video gaming or gambling habits. ObjectiveThe main objectives of this study are to estimate the
Loredana Cena   +6 more
doaj   +1 more source

Which game narratives do adolescents of different gameplay and sociodemographic backgrounds prefer? a mixed-methods analysis [PDF]

open access: yes, 2019
OBJECTIVE: The aim of this study was to investigate which narrative elements of digital game narratives are preferred by the general adolescent population, and to examine associations with gender, socioeconomic status (SES), and gameplay frequency ...
Bernaards C   +20 more
core   +1 more source

Adolescent Decadency as An Implication of Online Games (Case Study on Teenagers Online Gamers)

open access: yesArfannur, 2023
The background of this research is today’s technological developments which are used by a handful of teenagers which then have implications for behavior. Teenage dominance is the main aspect of smartphone use. This is a challenge in itself to pay attention to the implications arising from online games. The purpose of this research is to raise awareness
openaire   +1 more source

Social norms and problematic gaming among adolescents: The role of Internet use coping motives.

open access: yesAddictive Behaviours, 2023
INTRODUCTION Problematic gaming (PG) is a public health issue among adolescents worldwide. Although several studies have documented that peer influences constitute a relevant risk factor for adolescent problematic behaviors, little research is currently ...
Federica Angelini   +5 more
semanticscholar   +1 more source

The psychosocial toll of Dublin III on asylum seekers in the Netherlands

open access: yesAmerican Journal of Community Psychology, EarlyView.
Abstract The Dublin III Regulation determines which EU Member State is responsible for examining asylum claims, but its implementation carries significant consequences for those subjected to it. This study examines how Dublin III, as implemented in the Netherlands, affects asylum seekers' psychosocial wellbeing using Silove′s Adaptation and Development
Imen El Amouri
wiley   +1 more source

Mom, Dad It’s Only a Game! Perceived Gambling and Gaming Behaviors among Adolescents and Young Adults: an Exploratory Study [PDF]

open access: yes, 2014
Gambling and gaming are increasingly popular activities among adolescents. Although gambling is illegal in Portugal for youth under the age of 18 years, gambling opportunities are growing, mainly due to similarity between gambling and other technology ...
Alexandre, J, Calado, F, Griffiths, MD
core   +2 more sources

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