Results 11 to 20 of about 82,113 (163)

The Development of Indonesian Online Game Addiction Questionnaire [PDF]

open access: yesPLoS ONE, 2013
Online game is an increasingly popular source of entertainment for all ages, with relatively prevalent negative consequences. Addiction is a problem that has received much attention. This research aims to develop a measure of online game addiction for Indonesian children and adolescents.
Tjibeng Jap   +3 more
openaire   +5 more sources

Program Konseling Restrukturisasi Kognitif untuk Mereduksi Kecenderungan Adiksi Game Online pada Remaja [PDF]

open access: yes, 2017
Adolescent who got some addiction of online game has negative cognition. The research goal is to know the tendency profile of online game and to describe counseling hypothetic program of restructuration to reduce tendency of online game.
Hafina, A. (Anne)   +2 more
core   +4 more sources

SY38-2 * IMPULSIVITY, MOTIVATIONS AND ADDICTION TO ONLINE GAMES [PDF]

open access: yesAlcohol and Alcoholism, 2014
Introduction. Problematic engagement in online video gaming has been considered recently in the appendix of the DSM-5. Underpinning psychological factors are yet to be clarified, mostly in adult populations. We present data from two studies investigating links between motives to play and impulsivity in one hand and excessive gaming in another hand ...
Achab, S.   +7 more
openaire   +2 more sources

A proposed counseling attribute framework against game overuse [PDF]

open access: yes, 2015
In the past decade, online games problematic use such as excessive play and addiction have received tremendous attention not only from the media, but also from psychiatrists, psychologists, mental health associations and gamers alike.
Abd Ghani, Abdul Azim   +3 more
core   +1 more source

Video game addiction, engagement and symptoms of stress, depression and anxiety: The mediating role of coping. [PDF]

open access: yes, 2015
A number of studies have reported a co-occurrence between video game addiction and poorer mental health, but few have contextualised this relationship by identifying mediating variables.
Borkoles, Erika   +3 more
core   +2 more sources

Level of Online Game Addiction on Adolescents

open access: yesJournal of Nursing Care, 2023
Online game is increasingly popular entertainment for all ages, especially on adolescents. Previous study had shown that the most internet users in Indonesia are adolescents and playing online game is the most activities frequently accessed by adolescents.
Tri Prayuda Dwipha Surbakti   +2 more
openaire   +1 more source

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

Faktor-faktor Yang Melatarbelakangi Perilaku Adiksi Bermain Game Onlinepada Anak Usia Sekolah [PDF]

open access: yes, 2013
Online games addiction is an activity to excess playing online games tend to give a negative influence to daily life. District Jatinangor, Sumedang has a high rates in addiction of online games among school-age children.
Hardanti, H. A. (Harvien)   +2 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

Perilaku Konsumtif pada Game Addiction (Studi Kasus: Player Game Pragmatic Play Dewasa Awal) [PDF]

open access: yes, 2023
In the current era, there are so many people who play online games from children to adults. Playing online games is considered as a medium to channel fun. Interest in online games causes a person to behave consumptively.
Sari, Devi Martha
core  

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