Abstract Background This study investigated the Internet and game use of secondary school children, the compulsiveness of their use and the relationship with other health behaviours. It also evaluated the preliminary results of a recently developed school health promotion programme, implemented at a secondary school in the Netherlands in January 2008. This programme is one of the first to combine seven health behaviours in one educational programme and is a pilot project for a case-control study. Methods A total of 475 secondary school children completed an extensive questionnaire before and a year after starting the programme. Of these children, 367 were in first, second and third grade; the grades in which the lessons about internet and g...
Aims To provide empirical data-driven identification of a group of addicted online gamers. Design Re...
Background: Children usually play video games for entertainment, excitement, challenge seeking, emot...
Aims To provide empirical data-driven identification of a group of addicted online gamers. Design ...
Background and objective: Computers and the Internet have become an integral part of today\u27s life...
With the rise of Internet use and availability, the extent of problematic Internet use (PIU) among h...
This study aimed to explore relationship between problematic internet use (PIU), healthy lifestyle b...
INST: L_135The aim of the present study is to examine the association between different levels of ph...
Abstract The objective of this work was to examine the connections between problematic digital gami...
The objective of this work was to examine the connections between problematic digital gaming and var...
In most countries, the vast majority of young people use the internet several times a week. The incr...
The theoretical part of this thesis describes addictive behavior on the Internet and on- line games,...
Objective: Problematic video-gaming or social media use may seriously affect adolescents' health sta...
This study aims to determine the relationship between the digital game addiction levels of secondary...
Abstract Background Concerns have been raised of a potential connection between excessive online act...
Objective: Problematic video-gaming or social media use may seriously affect adolescents’ health sta...
Aims To provide empirical data-driven identification of a group of addicted online gamers. Design Re...
Background: Children usually play video games for entertainment, excitement, challenge seeking, emot...
Aims To provide empirical data-driven identification of a group of addicted online gamers. Design ...
Background and objective: Computers and the Internet have become an integral part of today\u27s life...
With the rise of Internet use and availability, the extent of problematic Internet use (PIU) among h...
This study aimed to explore relationship between problematic internet use (PIU), healthy lifestyle b...
INST: L_135The aim of the present study is to examine the association between different levels of ph...
Abstract The objective of this work was to examine the connections between problematic digital gami...
The objective of this work was to examine the connections between problematic digital gaming and var...
In most countries, the vast majority of young people use the internet several times a week. The incr...
The theoretical part of this thesis describes addictive behavior on the Internet and on- line games,...
Objective: Problematic video-gaming or social media use may seriously affect adolescents' health sta...
This study aims to determine the relationship between the digital game addiction levels of secondary...
Abstract Background Concerns have been raised of a potential connection between excessive online act...
Objective: Problematic video-gaming or social media use may seriously affect adolescents’ health sta...
Aims To provide empirical data-driven identification of a group of addicted online gamers. Design Re...
Background: Children usually play video games for entertainment, excitement, challenge seeking, emot...
Aims To provide empirical data-driven identification of a group of addicted online gamers. Design ...