Background: A need exists to increase our understanding of the association between maladaptive personality traits, psychopathological symptoms, game preference, and different types of video game use. In the present study, we used a person-centered approach to identify different subtypes of video game players and we explored how they differ in personality profiles, clinical symptoms, and video game usage. Methods: We assessed problematic gaming via the nine-item Internet Gaming Disorder Scale and self-reported screen time playing video games in a sample of 366 adolescents and young adult gamers. Participants also completed measures on maladaptive personality domains (Personality Inventory for DSM-5 Brief Form), alexithymia (Toronto Alexithy...
The main aim of this study is to improve our knowledge on Internet Gaming Disorder (IGD), contributi...
Game Transfer Phenomena (GTP) (i.e. altered perceptions, spontaneous thoughts and behaviors with gam...
The study of the effects of interactive media has mainly focused on dysregulated behaviors, the conc...
For most individuals, videogame playing is a fun and enjoyable activity that brings many benefits. H...
With the rise in video game play, many experts have become concerned about negative consequences fro...
Aims: Although the general public appears to have embraced the term 'video game addiction', the scie...
peer reviewedEven if for most people playing video games is a healthy leisure activity, a minority o...
The objective of this study was to examine associations between problem video game use and psychopat...
Even if for most people playing video games is a healthy leisure activity, a minority of vulnerable ...
Objectives: Video game addiction has been associated with an array of mental health variables. There...
Background: A positive relationship between problematic gaming and escapism motivation to play video...
peer reviewedBACKGROUND: A positive relationship between problematic gaming and escapism motivation ...
Objectives: Video game addiction has been associated with an array of mental health variables. There...
Playing online games can become problematic and engender adverse consequences. Several psychological...
Aims: Examining online social interactions along with patterns of video gaming behaviors and game ad...
The main aim of this study is to improve our knowledge on Internet Gaming Disorder (IGD), contributi...
Game Transfer Phenomena (GTP) (i.e. altered perceptions, spontaneous thoughts and behaviors with gam...
The study of the effects of interactive media has mainly focused on dysregulated behaviors, the conc...
For most individuals, videogame playing is a fun and enjoyable activity that brings many benefits. H...
With the rise in video game play, many experts have become concerned about negative consequences fro...
Aims: Although the general public appears to have embraced the term 'video game addiction', the scie...
peer reviewedEven if for most people playing video games is a healthy leisure activity, a minority o...
The objective of this study was to examine associations between problem video game use and psychopat...
Even if for most people playing video games is a healthy leisure activity, a minority of vulnerable ...
Objectives: Video game addiction has been associated with an array of mental health variables. There...
Background: A positive relationship between problematic gaming and escapism motivation to play video...
peer reviewedBACKGROUND: A positive relationship between problematic gaming and escapism motivation ...
Objectives: Video game addiction has been associated with an array of mental health variables. There...
Playing online games can become problematic and engender adverse consequences. Several psychological...
Aims: Examining online social interactions along with patterns of video gaming behaviors and game ad...
The main aim of this study is to improve our knowledge on Internet Gaming Disorder (IGD), contributi...
Game Transfer Phenomena (GTP) (i.e. altered perceptions, spontaneous thoughts and behaviors with gam...
The study of the effects of interactive media has mainly focused on dysregulated behaviors, the conc...