This study focused on the behaviours of adult video game players in the context of positive and negative effects of video games, to accurately differentiate video game addicts from highly engaged and non-addicted players. To accomplish this, we adopted the Problematic Video Game Playing Test (PVGT) to measure the components of addiction and Flow Short Scale (FSS) to measure high-level engagement. This is a concept which has been lost in the previous studies, setting the current study apart from other studies which were primarily concerned with investigating the negative impact of video games on its players. To get the data needed for this study, we conducted an online survey with a 40-item questionnaire which included demographic informatio...
A Rasch analysis was used to determine the reliability and validity of a scale designed to assess fo...
The past decade has seen the proliferation of video gaming as a pastime. Research has shown that a s...
The present thesis aimed to investigate the causes and consequences of excessive involvement in vide...
The study addresses problems that are continuously growing in modern times due to the massive exposu...
The present study explored pathological online video game dependence among adolescent and young adul...
Although the general public appears to have embraced the term 'videogame addiction', the scientific ...
Video gaming has become a popular leisure activity in many parts of the world, and an increasing num...
The main aim of this research project was to explore the prevalence of gaming addiction among player...
Since the late 1960s, videogames have become a staple of American culture. Currently, Massively Mult...
Video game addiction now has a tentative diagnosis in the DSM-5, with its validity hinging on differ...
The study explores the reliability, validity, and measurement invariance of the Video game Addiction...
Background and Objectives: Game addiction is an emerging problem in public health. A gaming disorder...
This research explored the possibility for excessive video game play to be considered a behavioral a...
The study explores the reliability, validity, and measurement invariance of the Video game Addiction...
The study explores the reliability, validity, and measurement invariance of the Video game Addiction...
A Rasch analysis was used to determine the reliability and validity of a scale designed to assess fo...
The past decade has seen the proliferation of video gaming as a pastime. Research has shown that a s...
The present thesis aimed to investigate the causes and consequences of excessive involvement in vide...
The study addresses problems that are continuously growing in modern times due to the massive exposu...
The present study explored pathological online video game dependence among adolescent and young adul...
Although the general public appears to have embraced the term 'videogame addiction', the scientific ...
Video gaming has become a popular leisure activity in many parts of the world, and an increasing num...
The main aim of this research project was to explore the prevalence of gaming addiction among player...
Since the late 1960s, videogames have become a staple of American culture. Currently, Massively Mult...
Video game addiction now has a tentative diagnosis in the DSM-5, with its validity hinging on differ...
The study explores the reliability, validity, and measurement invariance of the Video game Addiction...
Background and Objectives: Game addiction is an emerging problem in public health. A gaming disorder...
This research explored the possibility for excessive video game play to be considered a behavioral a...
The study explores the reliability, validity, and measurement invariance of the Video game Addiction...
The study explores the reliability, validity, and measurement invariance of the Video game Addiction...
A Rasch analysis was used to determine the reliability and validity of a scale designed to assess fo...
The past decade has seen the proliferation of video gaming as a pastime. Research has shown that a s...
The present thesis aimed to investigate the causes and consequences of excessive involvement in vide...