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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,
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[Problematic online gaming. A review of the literature].

Psychiatria Hungarica : A Magyar Pszichiatriai Tarsasag tudomanyos folyoirata, 2013
In 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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“Belonging Without Being”: Relationships Between Problematic Gaming, Internet Use, and Social Group Attachment in Adolescence

Computers in Human Behavior, 2023
Marco Teixeira   +2 more
exaly  

Problematic Gaming Behaviour and Health-Related Outcomes: A Systematic Review and Meta-Analysis

Journal of Health Psychology, 2020
Halley M. Pontes   +2 more
exaly  

What Drives Problematic Online Gaming? The Role of IT Identity, Maladaptive Cognitions, and Maladaptive Emotions

Computers in Human Behavior, 2020
Matthew Kwok On LEE   +2 more
exaly  

Adolescents’ Perceptions of a Relapse Prevention Treatment for Problematic Gaming—A Qualitative Study

Healthcare, 2023
Sevtap Gürdal   +2 more
exaly  

Avatar- and Self-Related Processes and Problematic Gaming: A Systematic Review

Addictive Behaviors, 2020
Paul H Delfabbro, Daniel L. King
exaly  

Problematic Gaming Behaviour in Finnish Adolescents and Young Adults: Relation to Game Genres, Gaming Motives and Self-Awareness of Problematic Use

International Journal of Mental Health and Addiction, 2017
Maria Kääriäinen   +2 more
exaly  

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