The association between future self-continuity and problematic mobile video gaming among Chinese college students: the serial mediation of consideration of future consequences and state self-control capacity [PDF]
Background To explore the relationship between future self-continuity and problematic mobile video gaming among Chinese college students and to examine the serial mediation of consideration of future consequences and state self-control capacity on the ...
Junxian Shen, Jiansong Zheng, Tao Zhang
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Habitual video gaming predicts multitasking performance while the role of cognitive capacity remains inconclusive [PDF]
Video gaming has been shown to improve information processing. Enhanced attention control functions appear to illustrate cognitive substrates thereof. Additionally, attention control functions represent constraints of cognitive capacity—an established ...
Yannik Hilla +2 more
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A stabilizing factor?–Video gaming among elite athletes during the first lockdown of the COVID-19 pandemic [PDF]
ObjectivesLittle is known about the extent of video gaming among elite athletes, specifically under stressful conditions like those induced by the current COVID-19 pandemic.
Tabea Breckwoldt +14 more
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Loot boxes use, video gaming, and gambling in adolescents: Results from a path analysis before and during COVID-19-pandemic-related lockdown in Italy [PDF]
Loot Boxes (LBs), i.e., virtual items embedded within video games with numerous features reminiscent of gambling, are increasingly widespread among adolescents.
Caterina Primi +4 more
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Exploring the multifaceted learning benefits of video gaming among female university students in Saudi Arabia [PDF]
The increasing prevalence of video gaming has transformed leisure activities worldwide, especially among university students. In Saudi Arabia, 67% of the population engages in gaming, raising questions about its impact on cognitive, emotional, social ...
Reem M. Alwhaibi +7 more
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Video-games do not negatively impact adolescent academic performance in science, mathematics or reading. [PDF]
Video-gaming is a common pastime among adolescents, particularly adolescent males in industrialized nations. Despite widespread suggestions that video-gaming negatively affects academic achievement, the evidence is inconclusive.
Aaron Drummond, James D Sauer
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How strenuous is esports? Perceived physical exertion and physical state during competitive video gaming [PDF]
IntroductionEsports or competitive video gaming is a rapidly growing sector and an integral part of today's (youth) culture. Esports athletes are exposed to a variety of burdens, that can potentially impact an athlete's health and performance. Therefore,
Chuck Tholl +2 more
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Prevalence of video gaming disorder in Saudi Arabia: a school-based national study [PDF]
Background Video gaming is a popular leisure activity among adolescents. Those who play excessively are in danger of educational and social drawbacks and may become addicted to video gaming. Several published studies determined the prevalence of GD among
Amjad Alfaleh +4 more
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The Impact of Heavy (Excessive) Video Gaming Students on Peers and Teachers in the School Environment: A Qualitative Study [PDF]
Video gaming has now become very popular among children and adolescents. Because of the increasing use of videogames, the debate concerning the effects of video games has been ongoing, particularly in terms of gamers’ social lives.
Eyüp Yılmaz +2 more
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Examining the social mechanism linking excessive video gaming and depressive symptoms among adolescents: interplay of friend support and parenting quality [PDF]
Background Some adolescents can achieve academic success and maintain well-being despite their engagement in video gaming. Social factors may play a role in their vulnerability to mental health problems. Aims This study examined the role of perceived
Rosa S. Wong +2 more
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