Aims Examining online social interactions along with patterns of video gaming behaviors and game addiction symptoms has the potential to enrich our understanding of disorders related to excessive video game play. Methods We performed latent class analysis in a sample of 9733 adolescents based on heavy use of games, social networking and instant messaging, and game addiction symptoms. We used latent class regression to determine associations between classes, psychosocial well-being and friendship quality. Results We identified two types of heavy gaming classes that differed in probability of online social interaction. Classes with more online social interaction reported fewer problematic gaming symptoms than those with less online social int...
Several studies have documented the existence of a behavioral addiction related to Video Games, whic...
Background: Video games and social media have become an ubiquitous part of our society. Video games ...
Background and Aims The aim of this study was to identify problematic gaming behavior among Finnish ...
Aims: Examining online social interactions along with patterns of video gaming behaviors and game ad...
Aims: Examining online social interactions along with patterns of video gaming behaviors and game a...
Rationale. Video games and the Internet are an indispensable part of teens’ lives and are tightly wo...
We found that when combinations of online and gaming behaviors are considered as part of a PG syndro...
Aims. The current study explored the nature of problematic (addictive) video gaming and the associat...
This study investigates the moderating role of the quality of online and real-life friendship on the...
The proposed diagnosis of Internet gaming disorder (IGD) in DSM-5 has been criticized for "borrowing...
Introduction: Gaming disorder was included in the 11th revision of the International Classification ...
Objectives: Video game addiction has been associated with an array of mental health variables. There...
Aim: To extend the scholarly debate on (a) whether or not the compulsive use of games and social med...
Objectives: Video game addiction has been associated with an array of mental health variables. There...
Problematic gaming (PG) is a public health issue among adolescents worldwide. Although several studi...
Several studies have documented the existence of a behavioral addiction related to Video Games, whic...
Background: Video games and social media have become an ubiquitous part of our society. Video games ...
Background and Aims The aim of this study was to identify problematic gaming behavior among Finnish ...
Aims: Examining online social interactions along with patterns of video gaming behaviors and game ad...
Aims: Examining online social interactions along with patterns of video gaming behaviors and game a...
Rationale. Video games and the Internet are an indispensable part of teens’ lives and are tightly wo...
We found that when combinations of online and gaming behaviors are considered as part of a PG syndro...
Aims. The current study explored the nature of problematic (addictive) video gaming and the associat...
This study investigates the moderating role of the quality of online and real-life friendship on the...
The proposed diagnosis of Internet gaming disorder (IGD) in DSM-5 has been criticized for "borrowing...
Introduction: Gaming disorder was included in the 11th revision of the International Classification ...
Objectives: Video game addiction has been associated with an array of mental health variables. There...
Aim: To extend the scholarly debate on (a) whether or not the compulsive use of games and social med...
Objectives: Video game addiction has been associated with an array of mental health variables. There...
Problematic gaming (PG) is a public health issue among adolescents worldwide. Although several studi...
Several studies have documented the existence of a behavioral addiction related to Video Games, whic...
Background: Video games and social media have become an ubiquitous part of our society. Video games ...
Background and Aims The aim of this study was to identify problematic gaming behavior among Finnish ...