Background and aims. The popularity of playing games among adolescents has increased during the last decades, possibly affecting the prevalence of problematic gaming behavior. The current study aimed to compare country-level prevalence rates of adolescents’ problematic gaming behavior in five countries and identify cross-cultural similarities and differences in the relationship between problematic gaming and well-being (life satisfaction, psychological complaints, and peer support). Methods. Cross-national data from the Health Behavior in School-aged Children (HBSC) study were used. The sample comprised 14,398 gamers (61% boys) aged 11 to 16 (average age between 13.31 and 13.85) from Azerbaijan, England, Serbia, Slovenia, and the Netherland...
This study surveyed Dutch adolescents and adults about their video gaming behavior to assess the pre...
Even though video games are generally appealing to adolescents, sometimes this can be an issue. In t...
markdownabstract_Objective:_ Problematic video-gaming or social media use may seriously affect adole...
BACKGROUND AND AIMS: Previous research has identified numerous risk and protective factors of adoles...
Background and Aims Previous research has identified numerous risk and protective factors of adolesc...
Aim: The aim of this study was to identify problematic gaming behavior among Finnish adolescents and...
In the last two decades, there has been growing academic attention on the phenomenon of problematic ...
Playing video games during adolescence has been linked to both positive and negative outcomes, but i...
Video game playing behavior has serious consequences for adolescents on a personal, family, social, ...
This study surveyed Dutch adolescents and adults about their video gaming behavior to assess the pre...
The aim of this study was to explore the relation between Problematic Gaming Behaviour (PGB) and spe...
BACKGROUND: Extensive gaming and the consequences thereof is frequently reported from child and adol...
Objectives: Problematic behaviours are emerging public health issue that may have negative impact on...
Objective: Problematic video-gaming or social media use may seriously affect adolescents' health sta...
Abstract The aim of this study was to explore the relation between Problematic Gaming Behaviour (PG...
This study surveyed Dutch adolescents and adults about their video gaming behavior to assess the pre...
Even though video games are generally appealing to adolescents, sometimes this can be an issue. In t...
markdownabstract_Objective:_ Problematic video-gaming or social media use may seriously affect adole...
BACKGROUND AND AIMS: Previous research has identified numerous risk and protective factors of adoles...
Background and Aims Previous research has identified numerous risk and protective factors of adolesc...
Aim: The aim of this study was to identify problematic gaming behavior among Finnish adolescents and...
In the last two decades, there has been growing academic attention on the phenomenon of problematic ...
Playing video games during adolescence has been linked to both positive and negative outcomes, but i...
Video game playing behavior has serious consequences for adolescents on a personal, family, social, ...
This study surveyed Dutch adolescents and adults about their video gaming behavior to assess the pre...
The aim of this study was to explore the relation between Problematic Gaming Behaviour (PGB) and spe...
BACKGROUND: Extensive gaming and the consequences thereof is frequently reported from child and adol...
Objectives: Problematic behaviours are emerging public health issue that may have negative impact on...
Objective: Problematic video-gaming or social media use may seriously affect adolescents' health sta...
Abstract The aim of this study was to explore the relation between Problematic Gaming Behaviour (PG...
This study surveyed Dutch adolescents and adults about their video gaming behavior to assess the pre...
Even though video games are generally appealing to adolescents, sometimes this can be an issue. In t...
markdownabstract_Objective:_ Problematic video-gaming or social media use may seriously affect adole...