Internet gaming disorder as a formative construct : implications for conceptualization and measurement [PDF]
Background. Some people have serious problems controlling their internet and video game use. The DSM-5 now includes a proposal for ‘Internet Gaming Disorder’ as a condition in need of further study. Various studies aim to validate the proposed diagnostic
Billieux, Joël +2 more
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Pathologic use of video games and gotivation. Can the Gaming Motivation Scale (GAMS) predict depression and trait anxiety? [PDF]
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
Sensitivity Analysis of Online Game Addiction Model
The rapid advancement of the internet has led to some shifts in daily activities. Some conventional activity is now slowly shifted to online, including playing online games. Online games have both impacts, positive and negative. The advantage of online games is to help people communicate with other parties anywhere and anytime in the world.
openaire +1 more source
Cognitive deficits in problematic internet use : meta-analysis of 40 studies [PDF]
© The Royal College of Psychiatrists 2019. This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted re-use, distribution, and ...
Chamberlain, Samuel R +6 more
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HUBUNGAN KECANDUAN GAME ONLINE DENGAN PERUBAHAN EMOSIONAL PADA ANAK USIA REMAJA [PDF]
Introduction: Addiction is a dependent behavior or condition that is very strong physically or psychologically in doing something, and there is an unpleasant feeling when it cannot be fulfilled.
Lesmana, Agung Ari
core
HUBUNGAN KECANDUAN ONLINE GAME DENGAN KONTROL DIRI REMAJA: Studi Deskriptif-Korelasional Peserta Didik yang Teridentifikasi Kecanduan Online Game di Kelas VIII SMP Negeri 27 Bandung Tahun Ajaran 2016-2017 [PDF]
Di tengah populernya online game di seluruh belahan dunia, menarik banyak kalangan untuk memainkannya. Di Indonesia sendiri, pemain online game sudah mencapai 6,5 juta pada tahun 2013.
Asyifa, Mahardhika Rifni
core
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’
AG Glaros +35 more
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Perceived addictiveness of smartphone games: a content analysis of game reviews by players [PDF]
The playing of videogames can be fun and entertaining, but research has consistently shown that a small minority of players experience problematic gaming. Most research to date has focused on online gaming via personal computers and laptops.
Balakrishnan, J, Griffiths, MD
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Hubungan Kecanduan Game Online Clash of Clans Terhadap Prestasi Akademik Mahasiswa Ilmu Komunikasi Fakultas Ilmu Sosial Dan Politik Universitas Riau [PDF]
Students are part of society and the academic community needs to be prepared with advances in technology, especially new media era, so that students are able to use the media intelligently and effectively. The new media should be mandatory knowledge that
Saputra, R. (Rahmadi) +1 more
core
Optimal Control Strategy of an Online Game Addiction Model with Incomplete Recovery. [PDF]
Li T, Guo Y.
europepmc +1 more source

