Results 51 to 60 of about 44,662 (277)
Gaming addiction in adolescence (revisited) [PDF]
Gaming addiction has become a topic of increasing research interest. Over the last 25 years, I have written many articles on adolescent video gaming for Education and Health as it is one of the research fields that is constantly evolving.
Griffiths, MD
core
ABSTRACT Objective People with epilepsy (PWE) may experience cognitive deficits but fail to undergo formal evaluation. This study compares cognitive status between PWE and healthy controls in the West African Republic of Guinea. Methods A cross‐sectional, case–control study was conducted in sequential recruitment phases (July 2024–July 2025) at Ignace ...
Maya L. Mastick +14 more
wiley +1 more source
HOURS OF GAMING OR NON-ACADEMIC COMPUTER USE, SUBSTANCE USE, MENTAL HEALTH STATUS AND SCHOOL PERFORMANCE AMONG TEXAS ADOLESCENCE: FINDINGS FROM THE 2017 YRBS IN TEXAS [PDF]
Online gaming activities among adolescents and adults has increased exponentially in the last decade, and mental health issues associated with excessive gaming have drawn attention from health care professionals worldwide (Griffith, 2016).
Gao, Shanxiazi
core +1 more source
ABSTRACT Background Accessing brain magnetic resonance imaging (MRI) can be challenging, especially for underserved patients, which may lead to disparities in neurological diagnosis. Method This mixed‐methods study enrolled adults with one of four neurological disorders: mild cognitive impairment or dementia of the Alzheimer type, multiple sclerosis ...
Maya L. Mastick +19 more
wiley +1 more source
Computer-Gaming Addiction among Students
The article addresses the pressing issue of computer gaming addiction in the modern information society. It examines the extent of gambling addiction among students, including identifying the frequency and duration of gaming activity, as well ...
S.A. Stelmakh, Ya. Kerimova
doaj +1 more source
Internet addiction (gaming disorder) and intervention strategies
The purpose of this article is to explore gaming disorders and intervention strategies. The prevalence of gaming disorder is 5% to 10%, which is relatively high, and it is more harmful and difficult to treat.
Chen Hongxian
doaj +1 more source
The “Singapore Model” in Gaming: Applications in South Korea
The gaming governance system in Singapore is a very well-known and internationally renowned model. Singapore began to launch their gaming regulation system in 2005 by establishing a national framework on gambling prior to opening two integrated resorts ...
Lee, Young Gi
core +1 more source
Utility of Parental Mediation Model on Youth’s Problematic Online Gaming [PDF]
The Parental Mediation Model PMM) was initially designed to regulate children’s attitudes towards the traditional media. In the present era, because of prevalent online media there is a need for similar regulative measures.
A Daud +27 more
core +1 more source
A Q‐Learning Algorithm to Solve the Two‐Player Zero‐Sum Game Problem for Nonlinear Systems
A Q‐learning algorithm to solve the two‐player zero‐sum game problem for nonlinear systems. ABSTRACT This paper deals with the two‐player zero‐sum game problem, which is a bounded L2$$ {L}_2 $$‐gain robust control problem. Finding an analytical solution to the complex Hamilton‐Jacobi‐Issacs (HJI) equation is a challenging task.
Afreen Islam +2 more
wiley +1 more source
The mediating effect of gaming motivation between psychiatric symptoms and problematic online gaming: an online survey [PDF]
Background: The rapid expansion of online video gaming as a leisure time activity has led to the appearance of problematic online gaming (POG). According to the literature, POG is associated with different psychiatric symptoms (eg, depression, anxiety ...
Demetrovics, Z +6 more
core +2 more sources

