The objective of this study was to identify the videogame-related experiences expressed by regular adolescent gamers and to explore the socio-family factors related to these experi- ences. A cross-sectional observational and descriptive study was carried out with a conve- nience sample of regular Spanish videogamers between 16 and 18 years old. To measure the use of videogames for evasion and its negative consequences, the Questionnaire of Videogame-Related Experiences (Cuestionario de Experiencias Relacionadas con Videojuegos , CERV) was used and socio-family variables collected, evaluating their relationship with the results of the CERV. A total of 206 adolescents participated, 89.3% men [84.3– 93.2] and 17.9% [12.9–23.9] allocati...
Video game playing behavior has serious consequences for adolescents on a personal, family, social, ...
Background: Excessive time spent playing video games is associated with adverse health outcomes in a...
We used a cross sectional methodology to assess associations between use of violent videogames, pare...
The objective of this study was to identify the videogame-related experiences expressed by regular a...
The objective of this study was to identify the videogame-related experiences expressed by regular a...
The demographic data used was gender, daily allowance and type of family. This study gauged the exte...
© 2015 Taylor & Francis. The geographies of the current generation of young people are markedly dist...
Multiplatform digital media use and gaming have been increased in recent years. The aim of this stud...
Abstract Multiplatform digital media use and gaming have been increased in recent years. The aim of...
Research has indicated that most young people spend more time watching screen media than in any othe...
Introduction: The rapid progress of technology and widespread use of internet has increased the freq...
Particularly during adolescence when social interactions and academic success lay the groundwork for...
Playing video games during adolescence has been linked to both positive and negative outcomes, but i...
The video game industry has evolved as one of the hugely popular in the entertainment industry. owin...
Background: Playing video games contributes substantially to sedentary behavior in youth. A new gene...
Video game playing behavior has serious consequences for adolescents on a personal, family, social, ...
Background: Excessive time spent playing video games is associated with adverse health outcomes in a...
We used a cross sectional methodology to assess associations between use of violent videogames, pare...
The objective of this study was to identify the videogame-related experiences expressed by regular a...
The objective of this study was to identify the videogame-related experiences expressed by regular a...
The demographic data used was gender, daily allowance and type of family. This study gauged the exte...
© 2015 Taylor & Francis. The geographies of the current generation of young people are markedly dist...
Multiplatform digital media use and gaming have been increased in recent years. The aim of this stud...
Abstract Multiplatform digital media use and gaming have been increased in recent years. The aim of...
Research has indicated that most young people spend more time watching screen media than in any othe...
Introduction: The rapid progress of technology and widespread use of internet has increased the freq...
Particularly during adolescence when social interactions and academic success lay the groundwork for...
Playing video games during adolescence has been linked to both positive and negative outcomes, but i...
The video game industry has evolved as one of the hugely popular in the entertainment industry. owin...
Background: Playing video games contributes substantially to sedentary behavior in youth. A new gene...
Video game playing behavior has serious consequences for adolescents on a personal, family, social, ...
Background: Excessive time spent playing video games is associated with adverse health outcomes in a...
We used a cross sectional methodology to assess associations between use of violent videogames, pare...