Video gaming has become a popular leisure activity in many parts of the world, and an increasing number of empirical studies examine the small minority that appears to develop problems as a result of excessive gaming. This study investigated prevalence rates and predictors of video game addiction in a sample of gamers, randomly selected from the National Population Registry of Norway (N = 3389). Results showed there were 1.4 % addicted gamers, 7.3 % problem gamers, 3.9 % engaged gamers, and 87.4 % normal gamers. Gender (being male) and age group (being young) were positively associated with addicted-, problem-, and engaged gamers. Place of birth (Africa, Asia, South- and Middle America) were positively associated with addicted- and problem ...
The study addresses problems that are continuously growing in modern times due to the massive exposu...
The past decade has witnessed a significant increase in the number of empirical studies examining va...
This study focused on the behaviours of adult video game players in the context of positive and nega...
Video gaming has become a popular leisure activity in many parts of the world, and an increasing num...
Video gaming has become a popular leisure activity in many parts of the world, and an increasing num...
The present study sought to investigate video game addiction among Norwegian adults aged 16-40 years...
The aim of this study was to estimate the prevalence and correlates of video game addiction among hi...
Introduction: Gaming disorder was included in the 11th revision of the International Classification ...
Since the late 1960s, videogames have become a staple of American culture. Currently, Massively Mult...
The main aim of this research project was to explore the prevalence of gaming addiction among player...
Although the general public appears to have embraced the term 'videogame addiction', the scientific ...
Video game addiction refers to a persistent and maladaptive pattern of video game playing behavior. ...
Background and Objectives: Game addiction is an emerging problem in public health. A gaming disorder...
Abstract--Video games playing is the most popular source of entertainment for people in all ages, bu...
Objective: The objective of the study was to determine the factors and predictors of gaming disorder...
The study addresses problems that are continuously growing in modern times due to the massive exposu...
The past decade has witnessed a significant increase in the number of empirical studies examining va...
This study focused on the behaviours of adult video game players in the context of positive and nega...
Video gaming has become a popular leisure activity in many parts of the world, and an increasing num...
Video gaming has become a popular leisure activity in many parts of the world, and an increasing num...
The present study sought to investigate video game addiction among Norwegian adults aged 16-40 years...
The aim of this study was to estimate the prevalence and correlates of video game addiction among hi...
Introduction: Gaming disorder was included in the 11th revision of the International Classification ...
Since the late 1960s, videogames have become a staple of American culture. Currently, Massively Mult...
The main aim of this research project was to explore the prevalence of gaming addiction among player...
Although the general public appears to have embraced the term 'videogame addiction', the scientific ...
Video game addiction refers to a persistent and maladaptive pattern of video game playing behavior. ...
Background and Objectives: Game addiction is an emerging problem in public health. A gaming disorder...
Abstract--Video games playing is the most popular source of entertainment for people in all ages, bu...
Objective: The objective of the study was to determine the factors and predictors of gaming disorder...
The study addresses problems that are continuously growing in modern times due to the massive exposu...
The past decade has witnessed a significant increase in the number of empirical studies examining va...
This study focused on the behaviours of adult video game players in the context of positive and nega...