Results 61 to 70 of about 20,128 (287)

Pathological Gaming and Its Association With Lifestyle, Irritability, and School and Family Environments Among Japanese Elementary School Children

open access: yesJournal of Epidemiology, 2023
Background: Pathological gaming (PG) has emerged as one of the major public health concerns worldwide. We aimed to assess PG and its associated factors among elementary school children in Japan. Methods: We conducted a school-based observational study in
Masaaki Yamada   +2 more
doaj   +1 more source

The association of at-risk, problem, and pathological gambling with substance use, depression, and arrest history [PDF]

open access: yes, 2010
We examined at-risk, problem, or pathological gambling co-occurrence with frequency of past-year alcohol, tobacco, and marijuana use; depressive symptoms; and arrest history.
Delva, Jorge   +4 more
core   +1 more source

Perceptions of adolescents concerning pathological video games use: a qualitative study [PDF]

open access: yesLa Presse Médicale Open, 2020
Abstract Background Video gaming is one of the main recreational activities of children and adolescents. The American Psychiatric Association and the World Health Organization recently proposed diagnostic criteria for a pathological use of video games.
Isabelle Cisamolo   +4 more
openaire   +1 more source

AI‐Driven Cancer Multi‐Omics: A Review From the Data Pipeline Perspective

open access: yesAdvanced Intelligent Discovery, EarlyView.
The exponential growth of cancer multi‐omics data brings opportunities and challenges for precision oncology. This review systematically examines AI's role in addressing these challenges, covering generative models, integration architectures, Explainable AI for clinical trust, clinical applications, and key directions for clinical translation.
Shilong Liu, Shunxiang Li, Kun Qian
wiley   +1 more source

Refining Measures for Assessing Problematic/Addictive Digital Gaming Use in Clinical and Research Settings

open access: yesBehavioral Sciences, 2015
Problematic or addictive digital gaming (including all types of electronic devices) can and has had extremely adverse impacts on the lives of many individuals across the world.
Kyle Faust, David Faust
doaj   +1 more source

Gaming addiction in adolescence (revisited) [PDF]

open access: yes, 2014
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  

Large Language Model‐Based Chatbots in Higher Education

open access: yesAdvanced Intelligent Systems, Volume 7, Issue 3, March 2025.
The use of large language models (LLMs) in higher education can facilitate personalized learning experiences, advance asynchronized learning, and support instructors, students, and researchers across diverse fields. The development of regulations and guidelines that address ethical and legal issues is essential to ensure safe and responsible adaptation
Defne Yigci   +4 more
wiley   +1 more source

Prevalence and Risk Factors for Internet Gaming Disorder (IGD) in a sample of 5,979 Italian Online Gamers

open access: yesMediterranean Journal of Clinical Psychology, 2020
Background: The prevalence of Internet Gaming Disorder (IGD) in the Italian population of gamers is unknown. Several risk factors, including time spent playing (TSP), are proposed as an epiphenomenon of emotional dysregulation.
Laura Ferraro   +10 more
doaj   +1 more source

The Social Impact of Casinos: Literature Review and Cost Estimates [PDF]

open access: yes, 2010
This research discusses the social impacts of casinos. The most direct impacts are those associated with increases in gambling problems, which are double for a person living within 50 miles of a casino. We estimate that when a casino is built in Columbus,

core  

Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES)

open access: yesFrontiers in Psychology, 2013
A new measure of individual habits and preferences in video game use is developed in order to better study the risk factors of pathological game use (i.e., excessively frequent or prolonged use, sometimes called "game addiction"). This measure was distributed to internet message boards for game enthusiasts and to college undergraduates.
Hilgard, Joseph   +2 more
openaire   +3 more sources

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