Results 41 to 50 of about 13,140 (199)
The (co-)occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents [PDF]
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.
Schoenmakers, T.M. +25 more
core +1 more source
Online gaming addiction in children and adolescents: a review of empirical research
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 ...
Kuss, DJ +5 more
core +1 more source
The conceptualisation and measurement of DSM-5 Internet Gaming Disorder: the development of the IGD-20 Test [PDF]
Background: Over the last decade, there has been growing concern about ‘gaming addiction’ and its widely documented detrimental impacts on a minority of individuals that play excessively. The latest (fifth) edition of the American Psychiatric Association’
Liu, Y +24 more
core +1 more source
Internet gaming addiction - a systematic review of empirical research
The activity of play has been ever present in human history and the Internet has emerged as a playground increasingly populated by gamers. Research suggests that a minority of Internet game players experience symptoms traditionally associated with ...
Kuss, DJ, Griffiths, MD
core +1 more source
Internet addiction in adolescents: prevalence and risk factors [PDF]
As new media are becoming daily fare, Internet addiction appears as a potential problem in adolescents. From the reported negative consequences, it appears that Internet addiction can have a variety of detrimental outcomes for young people that may ...
Kuss, Daria J +12 more
core +1 more source
Summary: Background: Digital competence can help children and adolescents engage with technology for acquiring new knowledge and for broadening social contact and support, while reducing the risk of inappropriate media use.
Winnie W.Y. Tso +9 more
doaj +1 more source
Internet addiction in students: prevalence and risk factors [PDF]
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 ...
Kuss, DJ, Griffiths, MD, Binder, JF
core +1 more source
A central task in military leadership is to take care of one's followers, which presupposes knowledge about relevant risk factors. Very little research has focused on the risks of developing problematic gaming behavior during military service.
Olav Kjellevold Olsen +3 more
doaj +1 more source
BackgroundSchool closures during the COVID-19 pandemic may have exacerbated students’ loneliness, addictive gaming behaviors, and poor mental health. These mental health issues confronting young people are of public concern.
Zhu, Shimin +4 more
doaj +1 more source
Mom, Dad It’s Only a Game! Perceived Gambling and Gaming Behaviors among Adolescents and Young Adults: an Exploratory Study [PDF]
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 ...
Calado, F +5 more
core +1 more source

