It is of clinical relevance to identify possible parental and family factors linked to adolescent problematic gaming (APG). This thesis contains two parts. In the first part I undertook two systematic literature reviews in an effort to identify these factors. In the second part I undertook a randomised controlled trail (RCT) to test the effectiveness of family therapy in treating APG. Results of part 1: parental strategies directly addressing screen use - also called parental mediation techniques - seem to be less effective than general parenting approaches fostering warm and close relationships between the adolescent and the parents. Results of part 2: the family therapy approaches tested within this RCT both had a positive impact on Inter...
There are about 300 million online gamers in India according to AIGF. Most of the time adolescents e...
Cross-sectional studies from Eastern Asia have indicated a positive association between parental phu...
Introduction: Approximately 91% of children ages 2 to 17 years in the United States play screen-base...
It is of clinical relevance to identify possible parental and family factors linked to adolescent pr...
Background and aims: Social variables including parental and family factors may serve as risk factor...
Background and aims: Familial influences are known to affect the likelihood of an adolescent becomin...
For some adolescent gamers, playing online games may become problematic, impairing functioning in pe...
Background and aims: To remedy problematic Internet use (PIU) and problematic online gaming (POG) in...
Given the increasing prevalence of problematic gaming, in 2013, the diagnosis “Internetgaming disord...
AbstractGaming is becoming a mainstream platform of media entertainment for many youths. However, ga...
Background and aims: To remedy problematic Internet use (PIU) and problematic online gaming (POG) in...
Problematic use of Internet games is recognized as a significant mental health issue for adolescents...
Background: Although gaming is a common arena where children socialize, an increasing number of chil...
Background and aims: Clinicians and researchers are increasingly interested in investigating excessi...
Background and aims: Limited research has investigated how individuals’ problem gaming affects signi...
There are about 300 million online gamers in India according to AIGF. Most of the time adolescents e...
Cross-sectional studies from Eastern Asia have indicated a positive association between parental phu...
Introduction: Approximately 91% of children ages 2 to 17 years in the United States play screen-base...
It is of clinical relevance to identify possible parental and family factors linked to adolescent pr...
Background and aims: Social variables including parental and family factors may serve as risk factor...
Background and aims: Familial influences are known to affect the likelihood of an adolescent becomin...
For some adolescent gamers, playing online games may become problematic, impairing functioning in pe...
Background and aims: To remedy problematic Internet use (PIU) and problematic online gaming (POG) in...
Given the increasing prevalence of problematic gaming, in 2013, the diagnosis “Internetgaming disord...
AbstractGaming is becoming a mainstream platform of media entertainment for many youths. However, ga...
Background and aims: To remedy problematic Internet use (PIU) and problematic online gaming (POG) in...
Problematic use of Internet games is recognized as a significant mental health issue for adolescents...
Background: Although gaming is a common arena where children socialize, an increasing number of chil...
Background and aims: Clinicians and researchers are increasingly interested in investigating excessi...
Background and aims: Limited research has investigated how individuals’ problem gaming affects signi...
There are about 300 million online gamers in India according to AIGF. Most of the time adolescents e...
Cross-sectional studies from Eastern Asia have indicated a positive association between parental phu...
Introduction: Approximately 91% of children ages 2 to 17 years in the United States play screen-base...