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Pathways to Problematic Internet Gaming
Video games are interactive narratives played on electronic devices that have come a long way since their beginnings in the 1970s. Today, thanks to technological and visual-graphical advancement, the gaming industry was worth an estimated USD 217.06 billion in 2022, with 3.22 billion Internet (online) gamers worldwide. Early in the evolution of gaming,openaire +1 more source
[Problematic online gaming. A review of the literature].
Psychiatria Hungarica : A Magyar Pszichiatriai Tarsasag tudomanyos folyoirata, 2013In parallel with the increasing popularity of online games, researchers have reported an increasing number of problematic users. For this reason there is a growing amount of literature analyzing the effects of online games. The present review described the evolution of online games as well as their types and specific characteristics of these types ...
Katalin, Nagygyörgy +6 more
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Problematic Gaming Behaviour and Health-Related Outcomes: A Systematic Review and Meta-Analysis
Journal of Health Psychology, 2020Halley M. Pontes +2 more
exaly
Avatar- and Self-Related Processes and Problematic Gaming: A Systematic Review
Addictive Behaviors, 2020Paul H Delfabbro, Daniel L. King
exaly

