Game Transfer Phenomena (GTP) (i.e. altered perceptions, spontaneous thoughts and behaviors with game content) occur on a continuum from mild to severe. This study examined the differences between mild, moderate and severe levels of GTP. A total of 2,362 gamers’ participated in an online survey. The majority of gamers experienced mild levels of GTP. The factors significantly associated with severe levels of GTP were: (i) being students, (ii) being aged 18 to 22, (iii) being professional gamers, (iv) playing videogames every day in sessions of 6 hours or more, (iv) playing to escape from the real world, (v) recalling dreams always or very often, (vi) having a sleep disorder, mental disorder or reported dysfunctional gaming, and (vii) having ...
peer reviewedEven if for most people playing video games is a healthy leisure activity, a minority o...
Aims: Although the general public appears to have embraced the term 'video game addiction', the scie...
Even if for most people playing video games is a healthy leisure activity, a minority of vulnerable ...
The study of the effects of interactive media has mainly focused on dysregulated behaviors, the conc...
Sensory and cognitive intrusions with videogame content have been reported in research on Game Trans...
A variety of instruments have been developed to assess different dimensions of playing videogames an...
A variety of instruments have been developed to assess different dimensions of playing video games a...
Video games are evolving and are becoming ever more immersive. Consequently, it is necessary to unde...
Video game playing is a popular activity and its enjoyment among frequent players has been associate...
Previous studies have demonstrated that the playing of videogames can have both intended and uninten...
The past decade has seen the proliferation of video gaming as a pastime. Research has shown that a s...
Game Transfer Phenomena (GTP) is a multimodal and holistic research approach for understanding the e...
Aims: Video games provide opportunities for positive psychological experiences such as flow-like p...
Aims: Video games provide opportunities for positive psychological experiences such as flow-like ph...
With the rise in video game play, many experts have become concerned about negative consequences fro...
peer reviewedEven if for most people playing video games is a healthy leisure activity, a minority o...
Aims: Although the general public appears to have embraced the term 'video game addiction', the scie...
Even if for most people playing video games is a healthy leisure activity, a minority of vulnerable ...
The study of the effects of interactive media has mainly focused on dysregulated behaviors, the conc...
Sensory and cognitive intrusions with videogame content have been reported in research on Game Trans...
A variety of instruments have been developed to assess different dimensions of playing videogames an...
A variety of instruments have been developed to assess different dimensions of playing video games a...
Video games are evolving and are becoming ever more immersive. Consequently, it is necessary to unde...
Video game playing is a popular activity and its enjoyment among frequent players has been associate...
Previous studies have demonstrated that the playing of videogames can have both intended and uninten...
The past decade has seen the proliferation of video gaming as a pastime. Research has shown that a s...
Game Transfer Phenomena (GTP) is a multimodal and holistic research approach for understanding the e...
Aims: Video games provide opportunities for positive psychological experiences such as flow-like p...
Aims: Video games provide opportunities for positive psychological experiences such as flow-like ph...
With the rise in video game play, many experts have become concerned about negative consequences fro...
peer reviewedEven if for most people playing video games is a healthy leisure activity, a minority o...
Aims: Although the general public appears to have embraced the term 'video game addiction', the scie...
Even if for most people playing video games is a healthy leisure activity, a minority of vulnerable ...