Background and objective: Computers and the Internet have become an integral part of today\u27s life. Problematic gaming is related to adolescent\u27s health. The aim of our study was to evaluate the prevalence of Internet addiction among 13–18-year-old schoolchildren and its relation to sex, age, and time spent playing computer games, game type, and subjective health evaluation. Materials and methods: A total of 1806 schoolchildren aged 13–18 years were interviewed. The evaluation of Internet addiction was conducted by the Diagnostic Questionnaire according to Young\u27s methodology. The relation between the choice of computer games type, time spent while playing computer games and respondents\u27 Internet addiction were assessed by using ...
Introduction. Internet use has increased rapidly all over the world. Excessive Internet use tends...
Aim: The aim of this study was to identify problematic gaming behavior among Finnish adolescents and...
Background: Children usually play video games for entertainment, excitement, challenge seeking, emot...
Objective: Digital game addiction is a concern that threatens public health around the world, especi...
Online game is one of the most popular leisure activity for adolescents. Playing it excessive...
Several studies have documented the existence of a behavioral addiction related to Video Games, whic...
Several studies have documented the existence of a behavioral addiction related to Video Games, whic...
Aims To provide empirical data-driven identification of a group of addicted online gamers. Design Re...
Aims To provide empirical data-driven identification of a group of addicted online gamers. Design Re...
Aims To provide empirical data-driven identification of a group of addicted online gamers. Design Re...
Aims To provide empirical data-driven identification of a group of addicted online gamers. Design ...
Item does not contain fulltextAims To provide empirical data-driven identification of a group of ad...
The objective of this work was to examine the connections between problematic digital gaming and var...
Abstract The objective of this work was to examine the connections between problematic digital gami...
Abstract Background This study investigated the Internet and game use of secondary school children, ...
Introduction. Internet use has increased rapidly all over the world. Excessive Internet use tends...
Aim: The aim of this study was to identify problematic gaming behavior among Finnish adolescents and...
Background: Children usually play video games for entertainment, excitement, challenge seeking, emot...
Objective: Digital game addiction is a concern that threatens public health around the world, especi...
Online game is one of the most popular leisure activity for adolescents. Playing it excessive...
Several studies have documented the existence of a behavioral addiction related to Video Games, whic...
Several studies have documented the existence of a behavioral addiction related to Video Games, whic...
Aims To provide empirical data-driven identification of a group of addicted online gamers. Design Re...
Aims To provide empirical data-driven identification of a group of addicted online gamers. Design Re...
Aims To provide empirical data-driven identification of a group of addicted online gamers. Design Re...
Aims To provide empirical data-driven identification of a group of addicted online gamers. Design ...
Item does not contain fulltextAims To provide empirical data-driven identification of a group of ad...
The objective of this work was to examine the connections between problematic digital gaming and var...
Abstract The objective of this work was to examine the connections between problematic digital gami...
Abstract Background This study investigated the Internet and game use of secondary school children, ...
Introduction. Internet use has increased rapidly all over the world. Excessive Internet use tends...
Aim: The aim of this study was to identify problematic gaming behavior among Finnish adolescents and...
Background: Children usually play video games for entertainment, excitement, challenge seeking, emot...