Results 31 to 40 of about 44,662 (277)

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

Excessive computer game playing : evidence for addiction and aggression? [PDF]

open access: yes, 2007
Computer games have become an ever-increasing part of many adolescents’ day-to-day lives. Coupled with this phenomenon, reports of excessive gaming (computer game playing) denominated as “computer/video game addiction” have been discussed in the popular ...
Griffiths, MD   +2 more
core   +1 more source

Sensation Seeking and Online Gaming Addiction in Adolescents: A Moderated Mediation Model of Positive Affective Associations and Impulsivity

open access: yesFrontiers in Psychology, 2017
Based on the Dual Systems Model (Somerville et al., 2010; Steinberg, 2010a) and the biosocial-affect model (Romer and Hennessy, 2007) of adolescent sensation seeking and problem behaviors, the present study examined how (affective associations with ...
Jianping Hu   +4 more
doaj   +1 more source

The attitudes, feelings and experiences of online gamers: a qualitative analysis [PDF]

open access: yes, 2009
The playing of massively multiplayer online role-playing games (MMORPGs) is now a highly popular leisure activity. The present study set out to explore the attitudes, experiences, and feelings of online gamers.
Mark D. Griffiths, Wan C, Zaheer Hussain
core   +1 more source

Internet addiction in students: prevalence and risk factors [PDF]

open access: yes, 2013
The last decade has witnessed a large increase in research on the newly emerging mental health problem of Internet addiction. Rather than looking at Internet addiction per se, this study focused on particular activities on the Internet that might be ...
Binder, JF, Griffiths, MD, Kuss, DJ
core   +1 more source

Dysfunctional impulsivity in online gaming addiction and engagement

open access: yesCyberpsychology: Journal of Psychosocial Research on Cyberpspace, 2016
Impulsivity has been shown to be related to both substance- and non-substance addictions. In the case of internet gaming addiction, on one hand, higher impulsivity and sensation seeking have been reported in problematic online gamers.
Lukas Blinka   +2 more
doaj   +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

Video gaming in a hyperconnected world: A cross-sectional study of heavy gaming, problematic gaming symptoms, and online socializing in adolescents [PDF]

open access: yes, 2017
Aims Examining online social interactions along with patterns of video gaming behaviors and game addiction symptoms has the potential to enrich our understanding of disorders related to excessive video game play.
Colder Carras, M. (Michelle)   +5 more
core   +14 more sources

The (co-)occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents [PDF]

open access: yes, 2014
Aims. The current study explored the nature of problematic (addictive) video gaming and the association with game type, psychosocial health, and substance use. Methods. Data were collected using a paper and pencil survey in the classroom setting.
Allahverdipour H.   +65 more
core   +1 more source

Pathologic use of video games and gotivation. Can the Gaming Motivation Scale (GAMS) predict depression and trait anxiety? [PDF]

open access: yes, 2019
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

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