Authors: Linda Minh Nguyen & Annie Cai Titel: Electronic Gaming and Social Adjustment in Early School-Aged Children: A Two-Wave Cross-Lagged Study Supervisors: Egil Ngaard, Sille Løkkegaard & Ingunn Størksen Abstract The objective of this study was to investigate the associations and directionality between electronic gaming frequency and social adjustment in a cohort of early school-aged Norwegian children. Despite substantial interest in the topic, very few studies have investigated longitudinal associations. Most of the available studies have focused on children who are eight years old or older. There is also a lack of studies conducted outside of American culture. The present study used existing data from the research project SKO...
Rationale. Video games and the Internet are an indispensable part of teens’ lives and are tightly wo...
Background: There has been an increase in screen-based communication, leading to concerns about the ...
Abstract Background: Today, due to developing communicative technologies, computer games and other ...
The objective of this study was to investigate the associations and directionality between electroni...
Electronic games are popular and many children spend much time on this activity. Here we investigate...
BACKGROUND AND OBJECTIVES: The rise of electronic games has driven both concerns and hopes regarding...
The gaming industry has dramatically increased the range of choices for different game genres and co...
Drawing on data from the Longitudinal Study of Australian Children (LSAC), this chapter reports on t...
Background: Screen entertainment for young children has been associated with several aspects of psyc...
Playing video games during adolescence has been linked to both positive and negative outcomes, but i...
This study aims to determine the relationship between internet gaming disorders and social adjustmen...
Item does not contain fulltextPlayful competition is an important hallmark of healthy child developm...
Multiplatform digital media use and gaming have been increased in recent years. The aim of this stud...
The effects of video games on children's psychosocial development remain the focus of debate. At two...
Abstract Multiplatform digital media use and gaming have been increased in recent years. The aim of...
Rationale. Video games and the Internet are an indispensable part of teens’ lives and are tightly wo...
Background: There has been an increase in screen-based communication, leading to concerns about the ...
Abstract Background: Today, due to developing communicative technologies, computer games and other ...
The objective of this study was to investigate the associations and directionality between electroni...
Electronic games are popular and many children spend much time on this activity. Here we investigate...
BACKGROUND AND OBJECTIVES: The rise of electronic games has driven both concerns and hopes regarding...
The gaming industry has dramatically increased the range of choices for different game genres and co...
Drawing on data from the Longitudinal Study of Australian Children (LSAC), this chapter reports on t...
Background: Screen entertainment for young children has been associated with several aspects of psyc...
Playing video games during adolescence has been linked to both positive and negative outcomes, but i...
This study aims to determine the relationship between internet gaming disorders and social adjustmen...
Item does not contain fulltextPlayful competition is an important hallmark of healthy child developm...
Multiplatform digital media use and gaming have been increased in recent years. The aim of this stud...
The effects of video games on children's psychosocial development remain the focus of debate. At two...
Abstract Multiplatform digital media use and gaming have been increased in recent years. The aim of...
Rationale. Video games and the Internet are an indispensable part of teens’ lives and are tightly wo...
Background: There has been an increase in screen-based communication, leading to concerns about the ...
Abstract Background: Today, due to developing communicative technologies, computer games and other ...