This study aims to investigate the relationship between empathy, social self-efficacy, problematic Internet use (PIU), and problematic online gaming (POG) and to evaluate how such relationship varies according to the age of the participants. A sample of 1,585 Italian students, both genders, aged 12-20 years, were divided into three groups according to the age filled in these self-report questionnaires: PIU; Game Addiction Scale for Adolescents; Interpersonal Reactivity Index; Scale of Social Self-Efficacy; Strengths and Difficulties Questionnaire. The results allow to confirm that in the Italian context the relationships between the examined constructs change across the three age groups considered in the study. PIU and POG, as well as proso...
© 2017 Giovanni Fioriti Editore s.r.l.Objective: Problematic Internet Use (PIU), broadly conceptuali...
In a few years the Internet has become one of the most relevant means of socialization and entertai...
In the last two decades, scientific research has explored the problematic use of internet, videogame...
This study aims to investigate the relationship between empathy, social self-efficacy, problematic I...
This study aims to investigate the relationship between empathy, social self-efficacy, problematic I...
The aim of this study was to determine the relationship between problematic gaming and emotional int...
The debate on how problematic internet use (PIU) can be conceptualized and explained is far from ove...
Background: New forms of leisure activity (online videogames, social networking, etc.) that have rec...
Summary Background - The use of the internet is a relevant part of daily life and is radically chang...
Objective: Young people seem particularly likely to develop pathological Internet use (PIU) with the...
Several studies have documented the existence of a behavioral addiction related to Video Games, whic...
Objective: Young people seem particularly likely to develop pathological Internet use (PIU) with the...
Digital technology use plays an essential role in adolescents’ psychological adjustment, impacting t...
The research here presented has the objective of evaluating the prevalence of problematic Internet u...
BACKGROUND: The phenomenon of cyberbullying is on the rise among adolescents and in schools.OBJECTIV...
© 2017 Giovanni Fioriti Editore s.r.l.Objective: Problematic Internet Use (PIU), broadly conceptuali...
In a few years the Internet has become one of the most relevant means of socialization and entertai...
In the last two decades, scientific research has explored the problematic use of internet, videogame...
This study aims to investigate the relationship between empathy, social self-efficacy, problematic I...
This study aims to investigate the relationship between empathy, social self-efficacy, problematic I...
The aim of this study was to determine the relationship between problematic gaming and emotional int...
The debate on how problematic internet use (PIU) can be conceptualized and explained is far from ove...
Background: New forms of leisure activity (online videogames, social networking, etc.) that have rec...
Summary Background - The use of the internet is a relevant part of daily life and is radically chang...
Objective: Young people seem particularly likely to develop pathological Internet use (PIU) with the...
Several studies have documented the existence of a behavioral addiction related to Video Games, whic...
Objective: Young people seem particularly likely to develop pathological Internet use (PIU) with the...
Digital technology use plays an essential role in adolescents’ psychological adjustment, impacting t...
The research here presented has the objective of evaluating the prevalence of problematic Internet u...
BACKGROUND: The phenomenon of cyberbullying is on the rise among adolescents and in schools.OBJECTIV...
© 2017 Giovanni Fioriti Editore s.r.l.Objective: Problematic Internet Use (PIU), broadly conceptuali...
In a few years the Internet has become one of the most relevant means of socialization and entertai...
In the last two decades, scientific research has explored the problematic use of internet, videogame...