Videogaming is an increasingly prevalent activity among adolescents worldwide. The present study aimed at adapting the Gaming Motivation Scale (GAMS) to the Italian context, assessing its psychometric properties and verifying its sensitivity to predict depression and anxiety levels. From a sample of 1899 participants, a group of 388 adolescents who participated in the survey was divided into two subgroups of Heavy (HG, N = 188) and Light Gamers (LG, N = 200). A sub-sample of N = 172 adolescents also filled-in CESD and STAI to assess, respectively, depression and trait anxiety. Internal consistency and factorial structure of the Italian version of GAMS (GAMS-it) have been evaluated. Moreover, a latent regression structural equation model by ...
The overall aims of this thesis were to develop and evaluate a screening instrument designed to dete...
Video games are a popular form of entertainment that can be used in problematic ways that resemble a...
Video games are a popular entertainment in many countries, however, among video game users, experts ...
Videogaming is an increasingly prevalent activity among adolescents worldwide. The present study aim...
In the last decade there has been a growing concern about dysfunctional use of technologies includin...
Research indicates that Few studies have studieda link between game addiction and emotional disorder...
Background: New forms of leisure activity (online videogames, social networking, etc.) that have rec...
The popularity of video gaming has generated significant interest in research methods to examine mot...
Problematic gaming has become an emerging global health issue. Formal recognition of gaming disorder...
The main aim of this study is to improve our knowledge on Internet Gaming Disorder (IGD), contributi...
Gaming disorder (GD) is a new health condition still requiring a lot of evidence established around ...
Background and aims: The popularity of video gaming has generated significant interest in research m...
Gaming is increasingly prevalent among young people, and Gaming Disorders are a growing concern. Mal...
Introduction: 61% of the total adult Hungarian population (3.8 million) played video games in 2020. ...
Previous research has suggested that motives play an important role in several potentially addictive...
The overall aims of this thesis were to develop and evaluate a screening instrument designed to dete...
Video games are a popular form of entertainment that can be used in problematic ways that resemble a...
Video games are a popular entertainment in many countries, however, among video game users, experts ...
Videogaming is an increasingly prevalent activity among adolescents worldwide. The present study aim...
In the last decade there has been a growing concern about dysfunctional use of technologies includin...
Research indicates that Few studies have studieda link between game addiction and emotional disorder...
Background: New forms of leisure activity (online videogames, social networking, etc.) that have rec...
The popularity of video gaming has generated significant interest in research methods to examine mot...
Problematic gaming has become an emerging global health issue. Formal recognition of gaming disorder...
The main aim of this study is to improve our knowledge on Internet Gaming Disorder (IGD), contributi...
Gaming disorder (GD) is a new health condition still requiring a lot of evidence established around ...
Background and aims: The popularity of video gaming has generated significant interest in research m...
Gaming is increasingly prevalent among young people, and Gaming Disorders are a growing concern. Mal...
Introduction: 61% of the total adult Hungarian population (3.8 million) played video games in 2020. ...
Previous research has suggested that motives play an important role in several potentially addictive...
The overall aims of this thesis were to develop and evaluate a screening instrument designed to dete...
Video games are a popular form of entertainment that can be used in problematic ways that resemble a...
Video games are a popular entertainment in many countries, however, among video game users, experts ...