A variety of instruments have been developed to assess different dimensions of playing videogames and its effects on cognitions, affect, and behaviors. The present study examined the psychometric properties of the Game Transfer Phenomena Scale (GTPS) that assesses non-volitional phenomena experienced after playing videogames (i.e., altered perceptions, automatic mental processes, and involuntary behaviors). A total of 1,736 gamers participated in an online survey used as the basis for the analysis. Confirmatory factor analysis (CFA) was performed to confirm the factorial structure of the GTPS. The five-factor structure using the 20 indicators based on the analysis of gamers’ self-reports fitted the data well. Population cross-validity was a...
Aims: Video games provide opportunities for positive psychological experiences such as flow-like ph...
Recent research has examined how playing video games affects young adults, with some evidence that p...
Background: Internet gaming disorder (IGD) was introduced in the DSM-5 as a way of identifying and d...
A variety of instruments have been developed to assess different dimensions of playing video games a...
Previous studies have demonstrated that the playing of videogames can have both intended and uninten...
Video games are evolving and are becoming ever more immersive. Consequently, it is necessary to unde...
Game Transfer Phenomena (GTP) (i.e. altered perceptions, spontaneous thoughts and behaviors with gam...
Game Transfer Phenomena (GTP) is a multimodal and holistic research approach for understanding the e...
Video game playing is a popular activity and its enjoyment among frequent players has been associate...
The study of the effects of interactive media has mainly focused on dysregulated behaviors, the conc...
This thesis presents the results of three exploratory studies aimed at developing a psychophysiologi...
This study investigated gamers’ auditory experiences as after effects of playing. This was done by c...
The present thesis examined the psychological mechanisms of excessive involvement in video games. Th...
Aims: Video games provide opportunities for positive psychological experiences such as flow-like p...
Sensory and cognitive intrusions with videogame content have been reported in research on Game Trans...
Aims: Video games provide opportunities for positive psychological experiences such as flow-like ph...
Recent research has examined how playing video games affects young adults, with some evidence that p...
Background: Internet gaming disorder (IGD) was introduced in the DSM-5 as a way of identifying and d...
A variety of instruments have been developed to assess different dimensions of playing video games a...
Previous studies have demonstrated that the playing of videogames can have both intended and uninten...
Video games are evolving and are becoming ever more immersive. Consequently, it is necessary to unde...
Game Transfer Phenomena (GTP) (i.e. altered perceptions, spontaneous thoughts and behaviors with gam...
Game Transfer Phenomena (GTP) is a multimodal and holistic research approach for understanding the e...
Video game playing is a popular activity and its enjoyment among frequent players has been associate...
The study of the effects of interactive media has mainly focused on dysregulated behaviors, the conc...
This thesis presents the results of three exploratory studies aimed at developing a psychophysiologi...
This study investigated gamers’ auditory experiences as after effects of playing. This was done by c...
The present thesis examined the psychological mechanisms of excessive involvement in video games. Th...
Aims: Video games provide opportunities for positive psychological experiences such as flow-like p...
Sensory and cognitive intrusions with videogame content have been reported in research on Game Trans...
Aims: Video games provide opportunities for positive psychological experiences such as flow-like ph...
Recent research has examined how playing video games affects young adults, with some evidence that p...
Background: Internet gaming disorder (IGD) was introduced in the DSM-5 as a way of identifying and d...