Background: New forms of leisure activity (online videogames, social networking, etc.) that have recently emerged among children and adolescents; have brought about new interaction styles and an excessive amount of time spent on such activities, especially on videogames. A growing body of studies has contributed to the debate on whether playing videogames causes positive or negative effects on individuals. In light of the worrying overuse of these technologies that could lead to addictive behaviors, researchers have paid attention to Internet Gaming Disorder (IGD) not only by developing a series of addiction screens mainly designed for subjects aged over 12 years, but also by examining conceptual models which comprise protective and risk fa...
Use of violent video games during school years, quality of social relations and problems of aggressi...
OBJECTIVES: Problematic use of video games (PUVG) is associated with substance use in middle school ...
Use of violent video games during school years, quality of social relations and problems of aggressi...
Background and aims: Given the few studies examining the evaluation of screening tools for videogame...
Given the few studies examining the evaluation of screening tools for videogame addiction among chil...
In the last years, the interest in Internet Gaming Disorder has grown considerably, which has necess...
Several studies have documented the existence of a behavioral addiction related to Video Games, whic...
The purpose of this study was to develop an instrument to assess video- gaming habits and pathologic...
Summary Background - The use of the internet is a relevant part of daily life and is radically chang...
The aim of the present study was to develop a valid and reliable Videogame Addiction Scale for Child...
The aim of the present study was to develop a valid and reliable Videogame Addiction Scale for Child...
The main aim of this study is to improve our knowledge on Internet Gaming Disorder (IGD), contributi...
Background and Objectives: Game addiction is an emerging problem in public health. A gaming disorder...
The aim of this study was to develop and validate a scale to measure computer and videogame addictio...
The aim of this study was to develop and validate a scale to measure computer and videogame addictio...
Use of violent video games during school years, quality of social relations and problems of aggressi...
OBJECTIVES: Problematic use of video games (PUVG) is associated with substance use in middle school ...
Use of violent video games during school years, quality of social relations and problems of aggressi...
Background and aims: Given the few studies examining the evaluation of screening tools for videogame...
Given the few studies examining the evaluation of screening tools for videogame addiction among chil...
In the last years, the interest in Internet Gaming Disorder has grown considerably, which has necess...
Several studies have documented the existence of a behavioral addiction related to Video Games, whic...
The purpose of this study was to develop an instrument to assess video- gaming habits and pathologic...
Summary Background - The use of the internet is a relevant part of daily life and is radically chang...
The aim of the present study was to develop a valid and reliable Videogame Addiction Scale for Child...
The aim of the present study was to develop a valid and reliable Videogame Addiction Scale for Child...
The main aim of this study is to improve our knowledge on Internet Gaming Disorder (IGD), contributi...
Background and Objectives: Game addiction is an emerging problem in public health. A gaming disorder...
The aim of this study was to develop and validate a scale to measure computer and videogame addictio...
The aim of this study was to develop and validate a scale to measure computer and videogame addictio...
Use of violent video games during school years, quality of social relations and problems of aggressi...
OBJECTIVES: Problematic use of video games (PUVG) is associated with substance use in middle school ...
Use of violent video games during school years, quality of social relations and problems of aggressi...