Results 181 to 190 of about 658 (209)
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Maladaptive player-game relationships in problematic gaming and gaming disorder: A systematic review
Clinical Psychology Review, 2019While certain player vulnerabilities are known to increase risk of gaming disorder (GD), the topic of maladaptive player × game relationships in GD has received limited attention. This review aimed to: (1) identify game types associated with GD symptomatology; and (2) evaluate individual differences (e.g., age, personality, depression) in the ...
JOSÉ C Perales +2 more
exaly +6 more sources
Relationship between problematic gaming and age at the onset of habitual gaming
Pediatrics International, 2020AbstractBackgroundSome studies have revealed that a substantial proportion of the younger population has engaged in problematic gaming with even infants recently being able to enjoy video games. However, the relationship between the risk for problematic gaming and age at which habitual gaming starts remains unknown.
Hideki Nakayama +4 more
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Who Is at Risk for Problematic Video Gaming? Risk Factors in Problematic Video Gaming in Clinically Referred Canadian Children and Adolescents [PDF]
Both Internet and offline video gaming have become a normal aspect of child development, with estimates of children playing video games ranging from 90% to 97%. Research on problematic video gaming (PVG) has grown substantially in the last decade. Much of that research has focused on community samples, while research on clinically referred children and
Chloe Lau +2 more
exaly +4 more sources
Psychological Reports, 2020
Problematic gaming (PG) has been included in the DSM-5 and ICD-11. But, it is still controversially discussed, if problematic (online-) gaming is a subtype of problematic Internet use (PIU) or if both behavior patterns should be distinguished. In joint samples, the relationships between PIU and PG and correlates have so far only been investigated in ...
Lutz Wartberg +2 more
openaire +2 more sources
Problematic gaming (PG) has been included in the DSM-5 and ICD-11. But, it is still controversially discussed, if problematic (online-) gaming is a subtype of problematic Internet use (PIU) or if both behavior patterns should be distinguished. In joint samples, the relationships between PIU and PG and correlates have so far only been investigated in ...
Lutz Wartberg +2 more
openaire +2 more sources
Problematizing Epistemology in Computer Games Research
International Journal of Gaming and Computer-Mediated Simulations, 2015Epistemic frame theory has guided research using epistemic games, which are computer games focused on rich professional enculturation. Among other things, this theory characterizes communities of practice in terms of their epistemologies, which encompass the standards communities use to justify claims or actions. By drawing on contemporary perspectives
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Gamers’ Motivations and Problematic Gaming
International Journal of Cyber Behavior, Psychology and Learning, 2011This study explores the factors that contribute to problematic gaming among players of Massively Multiplayer Online Role Playing Games (MMOs for short), in particular, the game World of Warcraft. It examines motivations based on the Self Determination Theory (SDT) and motivations based on Yee’s player orientations. A total of 128 gamers participated in
Nikole Wing Ka Kwok, Angeline Khoo
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Intense video gaming is not essentially problematic.
Psychology of Addictive Behaviors, 2017Video games are more popular than ever and the general public, including parents, educators, and the media, tends to consider intense video gaming fundamentally problematic. To test this hypothesis, participants were recruited via gaming-related websites resulting in a sample of N = 5,222 online video gamers (mean age: 22.2 years, SD = 6.4).
Orsolya Király +4 more
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Problematic Gaming Behavior Among Adolescents in Bangladesh
Psychological ReportsWith the increasing accessibility of digital technologies, problematic gaming behaviors, including Gaming Disorder (GD) and Internet Gaming Disorder (IGD), have become growing public health concern among adolescents. These behaviors are shaped by a complex interplay of demographic, psychosocial, and environmental factors.
Momotaj Begum +5 more
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Gaming Motivations as a Guide to Treating Problematic Gaming Behaviors
Journal of Technology in Behavioral Science, 2019With the recent edition of Gaming Disorder to the ICD-11, it is imperative for clinicians to explore avenues to treat individuals who may seek treatment for videogame-related difficulties. An important factor in treating addictive behavior disorders is to select adaptive, appropriate replacement behaviors.
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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

