This report addresses gambling and video gaming among Norwegian adolescents. One aim was to determine the extent to which gambling and video gaming are stable phenomena over time. We also aimed at finding reasons why some young people begin to gamble regularly or begin to play videogames frequently, and why some adolescents develop problems related to gambling and gaming. An additional aim was to identify the consequences of gambling and gaming over time. The report is based on a large national study that followed nearly 2,500 adolescents over a two year period. The adolescents were surveyed in the spring of 2010, when they were aged 12 to 17 years, and they were surveyed again in the spring of 2012. The adolescents answered questions about...
Background and aims: In recent years online gambling has become a potential risk for young people. T...
Pathological Gambling (PG) has not until recently been scientifically studied. In a series of epidem...
Very little research has been conducted to examine the relationship between video-game playing and g...
This report addresses gambling and video gaming among Norwegian adolescents. One aim was to determin...
Aim: The aims of the present study were to investigate the long-term stability of problematic gamin...
We report data collected in a representative sample of 17-year-old Norwegians to investigate prevale...
Gambling is an increasing problem in society and can cause a wide spectrumof difficulties for indivi...
Background and aimsThe convergence of gaming and gambling may pose a risk for adolescents. Thus, it ...
The aims of the thesis were to study relationships between the effects of online gaming and gambling...
Background and aims: The convergence of gaming and gambling may pose a risk for adolescents. Thus, i...
Introduction: Gambling is a legal and socially accepted recreational activity that can progress into...
Background: Adolescent gambling and substance use are viewed as a public health concern internationa...
The Norwegian gambling market grew tremendously in the period from the late 1980s until 2005. The ne...
Previous research has shown that gambling is a popular activity among adolescents. Following a rapid...
The overall aims of this thesis were to develop and evaluate a screening instrument designed to dete...
Background and aims: In recent years online gambling has become a potential risk for young people. T...
Pathological Gambling (PG) has not until recently been scientifically studied. In a series of epidem...
Very little research has been conducted to examine the relationship between video-game playing and g...
This report addresses gambling and video gaming among Norwegian adolescents. One aim was to determin...
Aim: The aims of the present study were to investigate the long-term stability of problematic gamin...
We report data collected in a representative sample of 17-year-old Norwegians to investigate prevale...
Gambling is an increasing problem in society and can cause a wide spectrumof difficulties for indivi...
Background and aimsThe convergence of gaming and gambling may pose a risk for adolescents. Thus, it ...
The aims of the thesis were to study relationships between the effects of online gaming and gambling...
Background and aims: The convergence of gaming and gambling may pose a risk for adolescents. Thus, i...
Introduction: Gambling is a legal and socially accepted recreational activity that can progress into...
Background: Adolescent gambling and substance use are viewed as a public health concern internationa...
The Norwegian gambling market grew tremendously in the period from the late 1980s until 2005. The ne...
Previous research has shown that gambling is a popular activity among adolescents. Following a rapid...
The overall aims of this thesis were to develop and evaluate a screening instrument designed to dete...
Background and aims: In recent years online gambling has become a potential risk for young people. T...
Pathological Gambling (PG) has not until recently been scientifically studied. In a series of epidem...
Very little research has been conducted to examine the relationship between video-game playing and g...