This study investigates the moderating role of the quality of online and real-life friendship on the relationship between video game addiction and psychosocial well-being. It uses a large-sample paper-and-pencil questionnaire study conducted in 2009 on secondary schools in the Netherlands. This resulted in a sample of 4054 schoolchildren (aged 13-16 years), which was subsequently reduced to a subsample of 1468 online gamers – those who play non-browser based online games with others. Measures were used to establish individual score levels for video game addiction, negative self-esteem, loneliness, depressive mood, social anxiety, the quality of online friendships, and the quality of real-life friendships. Results demonstrated that both psyc...
Aims: The current study explored the nature of problematic (addictive) video gaming (PVG) and the as...
Problem Video Game Playing, Self Esteem and Social ii This study investigated relationships between ...
Seventeen teens (mean age = 11.71. SD = 1.26) who had experiences in playing online games participat...
This study investigates the moderating role of the quality of online and real-life friendship on the...
Rationale. Video games and the Internet are an indispensable part of teens’ lives and are tightly wo...
Aims: Examining online social interactions along with patterns of video gaming behaviors and game a...
Pathological use of computer and video games has been associated with indicators of psychosocial wel...
Pathological use of video games has been associated with indicators of psychosocial well-being, such...
Aims: Examining online social interactions along with patterns of video gaming behaviors and game ad...
The purpose of this study is to investigate the correlations that levels of addiction to smartphones...
Playing online games is one of the most popular Internet activities of our time. With the widespread...
Studies exploring excessive Internet use and gambling are rapidly expanding concerns regarding its i...
This study investigated relationships between problem video game playing, self-esteem and social ski...
We found that when combinations of online and gaming behaviors are considered as part of a PG syndro...
Aim: To extend the scholarly debate on (a) whether or not the compulsive use of games and social med...
Aims: The current study explored the nature of problematic (addictive) video gaming (PVG) and the as...
Problem Video Game Playing, Self Esteem and Social ii This study investigated relationships between ...
Seventeen teens (mean age = 11.71. SD = 1.26) who had experiences in playing online games participat...
This study investigates the moderating role of the quality of online and real-life friendship on the...
Rationale. Video games and the Internet are an indispensable part of teens’ lives and are tightly wo...
Aims: Examining online social interactions along with patterns of video gaming behaviors and game a...
Pathological use of computer and video games has been associated with indicators of psychosocial wel...
Pathological use of video games has been associated with indicators of psychosocial well-being, such...
Aims: Examining online social interactions along with patterns of video gaming behaviors and game ad...
The purpose of this study is to investigate the correlations that levels of addiction to smartphones...
Playing online games is one of the most popular Internet activities of our time. With the widespread...
Studies exploring excessive Internet use and gambling are rapidly expanding concerns regarding its i...
This study investigated relationships between problem video game playing, self-esteem and social ski...
We found that when combinations of online and gaming behaviors are considered as part of a PG syndro...
Aim: To extend the scholarly debate on (a) whether or not the compulsive use of games and social med...
Aims: The current study explored the nature of problematic (addictive) video gaming (PVG) and the as...
Problem Video Game Playing, Self Esteem and Social ii This study investigated relationships between ...
Seventeen teens (mean age = 11.71. SD = 1.26) who had experiences in playing online games participat...