Games are a technology that is constantly evolving and very attractive to many people. High game usage will continue because of the increased quality of technology, especially smartphones. Addictive game is the impact of the use of games that are not controlled. Everyone has the possibility to addictive games, including children with special needs. For example, ADHD is very attached to his favorite object. This study aims to determine the addictive characteristics of games on ADHD, the impacts and treatment by people around the child. This study uses a qualitative research design with a single case study type. Qualitative with this type of single case study conducted because of the uniqueness of the things to be studied and will be examined...
Introduction: The Internet and video games are major challenges in the modern world. The purpose of ...
This study aims to investigate digital game addiction among today's children of 8-16 years. The perf...
Electronic media use by children and adolescents is growing each year. From 2004 to 2009, electronic...
Games are a technology that is constantly evolving and very attractive to many people. High game usa...
Attention Deficit/Hyperactivity Disorder (ADHD) is a neurobiological condition characterized by deve...
ADHD (Attention Deficit Hyperactivity Disorder) is a commonly diagnosed mental disorder with an esti...
Introduction: Attention Deficit Hyperactivity Disorder (ADHD) is described by a pattern decreased at...
Attention Deficit Hyperactivity Disorder (ADHD) is a set of behavioural characteristics disorder, s...
Attention Deficit/Hyperactivity Disorder (ADHD) is a neurobiological condition characterized by deve...
Attention Deficit Hyperactivity Disorder (ADHD) is a neuro-developmental disorder that starts in chi...
Persistent and severe impairment of psychological development resulting from a high level of inatten...
ADHD is a neurodevelopmental disorder that affects 5-7% of the global population of children, and th...
Attention-Deficit/Hyperactivity Disorder (ADHD) is a commonly diagnosed condition in children and ad...
ADHD is a heterogeneous disorder characterized by pervasive behavioral symptoms of inattention, hype...
Electronic media use by children and adolescents is growing each year. From 2004 to 2009, electronic...
Introduction: The Internet and video games are major challenges in the modern world. The purpose of ...
This study aims to investigate digital game addiction among today's children of 8-16 years. The perf...
Electronic media use by children and adolescents is growing each year. From 2004 to 2009, electronic...
Games are a technology that is constantly evolving and very attractive to many people. High game usa...
Attention Deficit/Hyperactivity Disorder (ADHD) is a neurobiological condition characterized by deve...
ADHD (Attention Deficit Hyperactivity Disorder) is a commonly diagnosed mental disorder with an esti...
Introduction: Attention Deficit Hyperactivity Disorder (ADHD) is described by a pattern decreased at...
Attention Deficit Hyperactivity Disorder (ADHD) is a set of behavioural characteristics disorder, s...
Attention Deficit/Hyperactivity Disorder (ADHD) is a neurobiological condition characterized by deve...
Attention Deficit Hyperactivity Disorder (ADHD) is a neuro-developmental disorder that starts in chi...
Persistent and severe impairment of psychological development resulting from a high level of inatten...
ADHD is a neurodevelopmental disorder that affects 5-7% of the global population of children, and th...
Attention-Deficit/Hyperactivity Disorder (ADHD) is a commonly diagnosed condition in children and ad...
ADHD is a heterogeneous disorder characterized by pervasive behavioral symptoms of inattention, hype...
Electronic media use by children and adolescents is growing each year. From 2004 to 2009, electronic...
Introduction: The Internet and video games are major challenges in the modern world. The purpose of ...
This study aims to investigate digital game addiction among today's children of 8-16 years. The perf...
Electronic media use by children and adolescents is growing each year. From 2004 to 2009, electronic...