Very little research has been conducted to examine the relationship between video-game playing and gambling in adolescence. In this study, 2,669 adolescents aged 13-17 years were surveyed to obtained details of their involvement in gambling and video-game playing as well as a measure of pathological gambling (the DSM-IV-J). The results showed that, the frequency of video game playing was significantly related to pathological gambling, but that the effect size was very small and largely accounted for by the greater popularity of both activities amongst boys. There was some evidence for stronger associations between technologically similar activities, namely arcade video games and an interest in gaming machines, but other factors discussed in...
Background. The convergence process between gambling and gaming is raising concerns in legislative a...
Introduction: Gambling is a legal and socially accepted recreational activity that can progress into...
Although it is often assumed that electronic gaming machines (EGMs) are associated with the highest ...
It is suggested that commercial video games and gambling activities make use of similar types of int...
There is a paucity of empirical research examining the possible association between gambling and vid...
There is a paucity of empirical research examining the possible association between gambling and vid...
The present thesis aimed to investigate the causes and consequences of excessive involvement in vide...
Background and aims Social casino games (SCGs) are not technically considered a form of gambling bu...
Abstract Background With the proliferation of social ...
AbstractYouth gambling is associated with a range of harms. This study aimed to examine, among Austr...
National audiencePathological gambling can be a serious problem, more so to a vulnerable population ...
Les jeux vidéo entretiennent des liens étroits avec les problématiques pubertaires et la vie psychiq...
Mark D. Griffiths, Daniel L. King and Paul H. Delfabbrohttp://sheu.org.uk/content/page/education-and...
This study tested the predictive power of gaming versatility (i.e., the number of video game genres ...
AbstractThe world of computer games has shown a very rapid progress in the course of the last decade...
Background. The convergence process between gambling and gaming is raising concerns in legislative a...
Introduction: Gambling is a legal and socially accepted recreational activity that can progress into...
Although it is often assumed that electronic gaming machines (EGMs) are associated with the highest ...
It is suggested that commercial video games and gambling activities make use of similar types of int...
There is a paucity of empirical research examining the possible association between gambling and vid...
There is a paucity of empirical research examining the possible association between gambling and vid...
The present thesis aimed to investigate the causes and consequences of excessive involvement in vide...
Background and aims Social casino games (SCGs) are not technically considered a form of gambling bu...
Abstract Background With the proliferation of social ...
AbstractYouth gambling is associated with a range of harms. This study aimed to examine, among Austr...
National audiencePathological gambling can be a serious problem, more so to a vulnerable population ...
Les jeux vidéo entretiennent des liens étroits avec les problématiques pubertaires et la vie psychiq...
Mark D. Griffiths, Daniel L. King and Paul H. Delfabbrohttp://sheu.org.uk/content/page/education-and...
This study tested the predictive power of gaming versatility (i.e., the number of video game genres ...
AbstractThe world of computer games has shown a very rapid progress in the course of the last decade...
Background. The convergence process between gambling and gaming is raising concerns in legislative a...
Introduction: Gambling is a legal and socially accepted recreational activity that can progress into...
Although it is often assumed that electronic gaming machines (EGMs) are associated with the highest ...