Introduction: During the COVID-19 pandemic, adolescents have increasingly suffered from online problem behaviors and mental disorders. But little research has paid attention to the protective factors among adolescents. Therefore, the present study attempted to investigate the role of positive youth development (PYD) attributes in adolescents’ depression, internet gaming disorder (IGD) and cyberbullying/victimization (CBV). Methods: A total of 995 Chinese adolescents (Mage = 15.97 years, SD = 0.77, 325 boys) from two public high schools in Hubei province were recruited to participate in the three-wave longitudinal study over the span of 1 year during the pandemic (Time 1: November, 2020; Time 2: May, 2021; Time 3: Novemb...
Background and Aims: COVID-19 has been proven to harm adolescents' mental health, and several psycho...
Cyber victimization is a serious risk factor for the manifestation of depressive symptoms in adolesc...
This study assessed the mediating roles of problematic gaming, problematic social media use, and pro...
Introduction: During the COVID-19 pandemic, adolescents have increasingly suffered from online probl...
As an extension of traditional bullying, cyberbullying emerges with the increasing popularity of the...
Internet gaming disorder (IGD) is a social problem that cannot be ignored. Considerable research has...
Background: The coronavirus disease-2019 (COVID-19) pandemic has profoundly impacted aspects of huma...
In the present cyber age, Internet gaming disorder (IGD) and risky online behaviour are prevalent, a...
Introduction:The present study examined the problems of internet addiction (IA) and cyberbullying in...
Background: or many individuals, the COVID-19 outbreak has increased their psychological distress, c...
This study assessed the mediating roles of problematic gaming, problematic social media use, and pro...
Bullying is a severe social problem affecting young people all over the world. Previous studies sugg...
Background: Studies have shown that many Internet game players may have experienced Internet gaming ...
Xiumin Cui,1,2 Xinli Chi3 1College of Education for the Future, Beijing Normal University, Zhuhai, 5...
Background and aims: Due to the rapid spread of the novel coronavirus disease 2019 (COVID-19), polic...
Background and Aims: COVID-19 has been proven to harm adolescents' mental health, and several psycho...
Cyber victimization is a serious risk factor for the manifestation of depressive symptoms in adolesc...
This study assessed the mediating roles of problematic gaming, problematic social media use, and pro...
Introduction: During the COVID-19 pandemic, adolescents have increasingly suffered from online probl...
As an extension of traditional bullying, cyberbullying emerges with the increasing popularity of the...
Internet gaming disorder (IGD) is a social problem that cannot be ignored. Considerable research has...
Background: The coronavirus disease-2019 (COVID-19) pandemic has profoundly impacted aspects of huma...
In the present cyber age, Internet gaming disorder (IGD) and risky online behaviour are prevalent, a...
Introduction:The present study examined the problems of internet addiction (IA) and cyberbullying in...
Background: or many individuals, the COVID-19 outbreak has increased their psychological distress, c...
This study assessed the mediating roles of problematic gaming, problematic social media use, and pro...
Bullying is a severe social problem affecting young people all over the world. Previous studies sugg...
Background: Studies have shown that many Internet game players may have experienced Internet gaming ...
Xiumin Cui,1,2 Xinli Chi3 1College of Education for the Future, Beijing Normal University, Zhuhai, 5...
Background and aims: Due to the rapid spread of the novel coronavirus disease 2019 (COVID-19), polic...
Background and Aims: COVID-19 has been proven to harm adolescents' mental health, and several psycho...
Cyber victimization is a serious risk factor for the manifestation of depressive symptoms in adolesc...
This study assessed the mediating roles of problematic gaming, problematic social media use, and pro...