Attention-deficit/hyperactivity disorder (ADHD) is diagnosed based on behavioral symptoms but is thought to have a significant heritable neurological basis, and several brain structures have been implicated. Recent research has focused on the role of environmental factors that may influence the behavioral expression of inattention and hyperactivity-impulsivity in children and teens, particularly when a biological predisposition exists. This study sought to broaden the literature base by examining the extent to which one environmental factor—video game use—moderated the relation between neuropsychological deficits in attention and inhibition and the behavioral symptoms of ADHD. It was hypothesized that gaming frequency and duration as well a...
Background: Attention-Deficit Hyperactivity Disorder (ADHD) is a common psychiatric complication in ...
Background: The rapid increase in the popularity of internet use and video games is associated with ...
Electronic media use by children and adolescents is growing each year. From 2004 to 2009, electronic...
Attention-deficit/hyperactivity disorder (ADHD) is diagnosed based on behavioral symptoms but is tho...
This study examined the relationship between problematic video game play (PVGP), video game usage, a...
This study examined the relationship between problematic video game play (PVGP), video game usage, a...
Attention Deficit/Hyperactivity Disorder (ADHD) is a neurobiological condition characterized by deve...
Abstract Background Excessive use of the Internet has been associated with attention deficit hyperac...
Attention Deficit/Hyperactivity Disorder (ADHD) is a neurobiological condition characterized by deve...
Electronic media use by children and adolescents is growing each year. From 2004 to 2009, electronic...
The literature review aims to explore the relationship between Internet Gaming Disorder (IGD) and At...
The co-existence of gaming disorder (GD) with other mental health problems has been widely reported....
ADHD is a heterogeneous disorder characterized by pervasive behavioral symptoms of inattention, hype...
Attention-deficit/hyperactivity disorder (ADHD) is a highly prevalent cognitive disorder with detrim...
Attention-Deficit/Hyperactivity Disorder (ADHD) is a commonly diagnosed condition in children and ad...
Background: Attention-Deficit Hyperactivity Disorder (ADHD) is a common psychiatric complication in ...
Background: The rapid increase in the popularity of internet use and video games is associated with ...
Electronic media use by children and adolescents is growing each year. From 2004 to 2009, electronic...
Attention-deficit/hyperactivity disorder (ADHD) is diagnosed based on behavioral symptoms but is tho...
This study examined the relationship between problematic video game play (PVGP), video game usage, a...
This study examined the relationship between problematic video game play (PVGP), video game usage, a...
Attention Deficit/Hyperactivity Disorder (ADHD) is a neurobiological condition characterized by deve...
Abstract Background Excessive use of the Internet has been associated with attention deficit hyperac...
Attention Deficit/Hyperactivity Disorder (ADHD) is a neurobiological condition characterized by deve...
Electronic media use by children and adolescents is growing each year. From 2004 to 2009, electronic...
The literature review aims to explore the relationship between Internet Gaming Disorder (IGD) and At...
The co-existence of gaming disorder (GD) with other mental health problems has been widely reported....
ADHD is a heterogeneous disorder characterized by pervasive behavioral symptoms of inattention, hype...
Attention-deficit/hyperactivity disorder (ADHD) is a highly prevalent cognitive disorder with detrim...
Attention-Deficit/Hyperactivity Disorder (ADHD) is a commonly diagnosed condition in children and ad...
Background: Attention-Deficit Hyperactivity Disorder (ADHD) is a common psychiatric complication in ...
Background: The rapid increase in the popularity of internet use and video games is associated with ...
Electronic media use by children and adolescents is growing each year. From 2004 to 2009, electronic...