With the rise in video game play, many experts have become concerned about negative consequences from game play, such as aggression, decreased academic performance, and even addiction. It has been very difficult to establish criteria for video game addiction or even to distinguish addicted gamers from recreational gamers. This relates to considerable conceptual overlap between the concepts of addiction and that of engagement or flow. Using multiple online questionnaires, this thesis examines the relationships between video game play habits over the life span, acute psychopathology, personality factors, and positive outcomes. Results indicate that the experience of flow during game play may serve as a critical predictor of gaming patholo...
Game Transfer Phenomena (GTP) (i.e. altered perceptions, spontaneous thoughts and behaviors with gam...
The main aim of this study is to improve our knowledge on Internet Gaming Disorder (IGD), contributi...
Objective. We studied the prevalences of video game use (VGU) and addiction (VGA) in gambling disord...
With the rise in video game play, many experts have become concerned about negative consequences fro...
Aims: Video games provide opportunities for positive psychological experiences such as flow-like ph...
Background: A need exists to increase our understanding of the association between maladaptive perso...
Aims: Video games provide opportunities for positive psychological experiences such as flow-like p...
Aims: Although the general public appears to have embraced the term 'video game addiction', the scie...
Objectives: Video game addiction has been associated with an array of mental health variables. There...
Objectives: Video game addiction has been associated with an array of mental health variables. There...
Recent work has revealed a relationship between pathological video game use and increased impulsivit...
Objective: We studied the prevalences of video game use (VGU) and addiction (VGA) in gambling disord...
The study of the effects of interactive media has mainly focused on dysregulated behaviors, the conc...
Three studies assessed the construct of pathological video game use and tested its predictive validi...
Since the late 1960s, videogames have become a staple of American culture. Currently, Massively Mult...
Game Transfer Phenomena (GTP) (i.e. altered perceptions, spontaneous thoughts and behaviors with gam...
The main aim of this study is to improve our knowledge on Internet Gaming Disorder (IGD), contributi...
Objective. We studied the prevalences of video game use (VGU) and addiction (VGA) in gambling disord...
With the rise in video game play, many experts have become concerned about negative consequences fro...
Aims: Video games provide opportunities for positive psychological experiences such as flow-like ph...
Background: A need exists to increase our understanding of the association between maladaptive perso...
Aims: Video games provide opportunities for positive psychological experiences such as flow-like p...
Aims: Although the general public appears to have embraced the term 'video game addiction', the scie...
Objectives: Video game addiction has been associated with an array of mental health variables. There...
Objectives: Video game addiction has been associated with an array of mental health variables. There...
Recent work has revealed a relationship between pathological video game use and increased impulsivit...
Objective: We studied the prevalences of video game use (VGU) and addiction (VGA) in gambling disord...
The study of the effects of interactive media has mainly focused on dysregulated behaviors, the conc...
Three studies assessed the construct of pathological video game use and tested its predictive validi...
Since the late 1960s, videogames have become a staple of American culture. Currently, Massively Mult...
Game Transfer Phenomena (GTP) (i.e. altered perceptions, spontaneous thoughts and behaviors with gam...
The main aim of this study is to improve our knowledge on Internet Gaming Disorder (IGD), contributi...
Objective. We studied the prevalences of video game use (VGU) and addiction (VGA) in gambling disord...