Computer games have become an ever-increasing part of many adolescents’ day-to-day lives. Coupled with this phenomenon, reports of excessive gaming (computer game playing) denominated as “computer/video game addiction” have been discussed in the popular press as well as in recent scientific research. The aim of the present study was the investigation of the addictive potential of gaming as well as the relationship between excessive gaming and aggressive attitudes and behavior. A sample comprising of 7069 gamers answered two questionnaires online. Data revealed that 11.9% of participants (840 gamers) fulfilled diagnostic criteria of addiction concerning their gaming behavior, while there is only weak evidence for the assumption that aggressi...
Previous research on computer games has tended to concentrate on their more negative effects (e.g., ...
Video games are a popular entertainment in many countries, however, among video game users, experts ...
In this study, we investigated the extent to which adolescents who spend time playing violent video ...
Aims: Although the general public appears to have embraced the term 'video game addiction', the scie...
As computer games grow in popularity, the negative effects of usage should be studied. Computer game...
The past decade has seen the proliferation of video gaming as a pastime. Research has shown that a s...
Abstract Background and aims: Research suggests that excessive online gaming may lead to symptoms c...
Background and aims: Research suggests that excessive online gaming may lead to symptoms commonly e...
Although the general public appears to have embraced the term 'videogame addiction', the scientific ...
The present study explored pathological online video game dependence among adolescent and young adul...
The present thesis aimed to investigate the causes and consequences of excessive involvement in vide...
The activity of play has been ever present in human history and the Internet has emerged as a playgr...
AbstractThe world of computer games has shown a very rapid progress in the course of the last decade...
With the popularity of online games, the overuse of these games has raised concerns. The literature ...
AbstractActuality. In recent years has been observed accelerated computerization of all spheres of p...
Previous research on computer games has tended to concentrate on their more negative effects (e.g., ...
Video games are a popular entertainment in many countries, however, among video game users, experts ...
In this study, we investigated the extent to which adolescents who spend time playing violent video ...
Aims: Although the general public appears to have embraced the term 'video game addiction', the scie...
As computer games grow in popularity, the negative effects of usage should be studied. Computer game...
The past decade has seen the proliferation of video gaming as a pastime. Research has shown that a s...
Abstract Background and aims: Research suggests that excessive online gaming may lead to symptoms c...
Background and aims: Research suggests that excessive online gaming may lead to symptoms commonly e...
Although the general public appears to have embraced the term 'videogame addiction', the scientific ...
The present study explored pathological online video game dependence among adolescent and young adul...
The present thesis aimed to investigate the causes and consequences of excessive involvement in vide...
The activity of play has been ever present in human history and the Internet has emerged as a playgr...
AbstractThe world of computer games has shown a very rapid progress in the course of the last decade...
With the popularity of online games, the overuse of these games has raised concerns. The literature ...
AbstractActuality. In recent years has been observed accelerated computerization of all spheres of p...
Previous research on computer games has tended to concentrate on their more negative effects (e.g., ...
Video games are a popular entertainment in many countries, however, among video game users, experts ...
In this study, we investigated the extent to which adolescents who spend time playing violent video ...