Problem Video Game Playing, Self Esteem and Social ii This study investigated relationships between problem video game playing, self-esteem and social skills in an adult sample. Via the internet, 621 (560 male) primarily Australian participants completed three scales: the Rosenberg Self-Esteem Scale, the multidimensional Social Skills Inventory and Problem Video Game Playing Scale. Hypotheses were: that problem video game playing would be related to social skills and self esteem; that time spent playing online games would be related to social skills; and that social skills and self esteem would predict problematic play. Online game time commitment was not significantly related to social skills or self esteem, suggesting online environments ...
This study investigates the moderating role of the quality of online and real-life friendship on the...
This study examines the differences in anxiety, self-esteem, and aggression levels between players o...
Abstract This study aimed to investigate and compare the social skills of students addicted to comp...
This study investigated relationships between problem video game playing, self-esteem and social ski...
Technological advances throughout the past century have often produced concern regarding these advan...
The increasing popularity of online and multiplayer games has meant that for many, social interactio...
The aim of our research was to investigate the predictors of Problematic Video Gaming (PVG) in emerg...
Affordable and accessible Internet has changed the way video games are played, allowing individuals ...
Video games and their effect on self-esteem is a topic that has been scrutinised for a long time. Th...
Computer game playing is a popular leisure activity. However, there is little known about the longer...
Aims: Examining online social interactions along with patterns of video gaming behaviors and game a...
The present thesis aimed to investigate the causes and consequences of excessive involvement in vide...
INST: L_135Studies have shown that the higher self-esteem, the lower the risk of problem gaming. Wha...
Video games is one of the most popular forms of entertainment, and there are nearly 3 billion video ...
INST: L_135The aim of present research was to investigate the relationship between self-esteem, copi...
This study investigates the moderating role of the quality of online and real-life friendship on the...
This study examines the differences in anxiety, self-esteem, and aggression levels between players o...
Abstract This study aimed to investigate and compare the social skills of students addicted to comp...
This study investigated relationships between problem video game playing, self-esteem and social ski...
Technological advances throughout the past century have often produced concern regarding these advan...
The increasing popularity of online and multiplayer games has meant that for many, social interactio...
The aim of our research was to investigate the predictors of Problematic Video Gaming (PVG) in emerg...
Affordable and accessible Internet has changed the way video games are played, allowing individuals ...
Video games and their effect on self-esteem is a topic that has been scrutinised for a long time. Th...
Computer game playing is a popular leisure activity. However, there is little known about the longer...
Aims: Examining online social interactions along with patterns of video gaming behaviors and game a...
The present thesis aimed to investigate the causes and consequences of excessive involvement in vide...
INST: L_135Studies have shown that the higher self-esteem, the lower the risk of problem gaming. Wha...
Video games is one of the most popular forms of entertainment, and there are nearly 3 billion video ...
INST: L_135The aim of present research was to investigate the relationship between self-esteem, copi...
This study investigates the moderating role of the quality of online and real-life friendship on the...
This study examines the differences in anxiety, self-esteem, and aggression levels between players o...
Abstract This study aimed to investigate and compare the social skills of students addicted to comp...