Results 31 to 40 of about 9,643 (249)

Measuring addiction to internet gaming among Indian medical students: Development and preliminary psychometric properties of a new scale

open access: yesIndustrial Psychiatry Journal, 2020
Background: Internet gaming disorder (IGD) is emerging as an important source of behavioral addiction in young people globally. Objective: The aim of this study was to assess addiction to internet gaming in medical students using a self designed research
Saurav Basu   +4 more
doaj   +1 more source

Pathological video game playing in Spanish and British adolescents: towards the exploration of Internet Gaming Disorder symptomatology [PDF]

open access: yes, 2014
Research into problematic video gaming has increased greatly over the last decade and many screening instruments have been developed to identify such behaviour. This study re-examined the Problematic Videogame Playing [PVP] Scale.
Lopez-Fernandez, O   +7 more
core   +1 more source

Internet gaming addiction - a systematic review of empirical research

open access: yes, 2012
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

The conceptualisation and measurement of DSM-5 Internet Gaming Disorder: the development of the IGD-20 Test [PDF]

open access: yes, 2014
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

Gaming addiction, definition, and measurement: a large-scale empirical study [PDF]

open access: yes, 2013
Aims: Although the general public appears to have embraced the term 'video game addiction', the scientific debate as to whether 'gaming addiction' can actually be considered an addiction similar to substance addictions of DSM-IV is still unsettled. To
Konijn, E.A.; id_orcid   +9 more
core   +1 more source

Peer, family, and teacher relationships and adolescent internet gaming addiction: Mediating roles of social interaction and emotional needs

open access: yesActa Psychologica
Background: Internet gaming addiction is a growing behavioral concern among adolescents. Methods: We conducted a questionnaire survey with a randomly selected sample of 1017 adolescents.
Haiming Wang, Wei Zhang
doaj   +1 more source

Prevalence of Behavioral Addictions and Their Relationship With Stress and Anxiety Among Medical Students in Saudi Arabia: A Cross-Sectional Study

open access: yesFrontiers in Psychiatry, 2021
Behavioral addiction is identified as any compulsive, repeated, and persistent behavior that leads to significant and functionally impairing harm or distress. The aim of this study is to determine the prevalence of internet, video-gaming, and pornography
Alqassem Y. Hakami   +17 more
doaj   +1 more source

Toward a consensus definition of pathological video-gaming: a systematic review of psychometric assessment tools [PDF]

open access: yes, 2013
Pathological video-gaming, or its proposed DSM-V classification of "Internet Use Disorder", is of increasing interest to scholars and practitioners in allied health disciplines.
King, Daniel L.   +17 more
core   +1 more source

Prevalence of smartphone addiction and its relation with psychological distress and internet gaming disorder among medical college students

open access: yesFrontiers in Public Health
BackgroundThe incidence of smartphone addiction has been widely studied, but the research on the relationship between smartphone addiction and psychological distress and internet gaming disorder is limited. This study investigated the characteristics and
Ming Zhang   +7 more
doaj   +1 more source

Internet addiction (gaming disorder) and intervention strategies

open access: yesSichuan jingshen weisheng, 2021
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

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