Introduction: Video game addiction, also known as problem video gaming, is making headlines across the globe. Yet, our understanding of this relatively new phenomenon is limited. The purpose of this thesis is to develop an enriched understanding of people who experience problem video gaming. Methods: Two studies and a synthesis paper were completed. 1) A quantitative secondary analysis of survey data to determine the prevalence and correlates to problem video gaming. 2) A qualitative study using interviews and activity logs to understand the lives of people who experience problem video gaming from their own perspectives. 3) A synthesis of the two studies to facilitate a new discourse that broadens our understanding of problem video gaming. ...
The study of the effects of interactive media has mainly focused on dysregulated behaviors, the conc...
Research has revealed that the push to engage in video games is in part the perception that they sat...
Abstract--Video games playing is the most popular source of entertainment for people in all ages, bu...
The concept of video- or computergame addiction has entered the popular vocabulary as a common way o...
The present thesis aimed to investigate the causes and consequences of excessive involvement in vide...
This study focuses on the role of gaming expectancies, motives and the experiences of gamers in the ...
The aim of the present literature review was to critically appraise the most recent research in the ...
The aim of the present literature review was to critically appraise the most recent research in the ...
Problem gaming has so far been defined through, on one hand, psychological models of addiction and o...
In the last two decades, there has been growing academic attention on the phenomenon of problematic ...
Introduction: Gaming disorder was included in the 11th revision of the International Classification ...
The present thesis examined the psychological mechanisms of excessive involvement in video games. Th...
The topic of video game addiction has garnered significant attention in research over the years. It ...
The technological era today has brought out a new kind of addiction to the world: the gaming addicti...
Nowadays, with the development and diffusion of modern technologies and Internet, the use of video g...
The study of the effects of interactive media has mainly focused on dysregulated behaviors, the conc...
Research has revealed that the push to engage in video games is in part the perception that they sat...
Abstract--Video games playing is the most popular source of entertainment for people in all ages, bu...
The concept of video- or computergame addiction has entered the popular vocabulary as a common way o...
The present thesis aimed to investigate the causes and consequences of excessive involvement in vide...
This study focuses on the role of gaming expectancies, motives and the experiences of gamers in the ...
The aim of the present literature review was to critically appraise the most recent research in the ...
The aim of the present literature review was to critically appraise the most recent research in the ...
Problem gaming has so far been defined through, on one hand, psychological models of addiction and o...
In the last two decades, there has been growing academic attention on the phenomenon of problematic ...
Introduction: Gaming disorder was included in the 11th revision of the International Classification ...
The present thesis examined the psychological mechanisms of excessive involvement in video games. Th...
The topic of video game addiction has garnered significant attention in research over the years. It ...
The technological era today has brought out a new kind of addiction to the world: the gaming addicti...
Nowadays, with the development and diffusion of modern technologies and Internet, the use of video g...
The study of the effects of interactive media has mainly focused on dysregulated behaviors, the conc...
Research has revealed that the push to engage in video games is in part the perception that they sat...
Abstract--Video games playing is the most popular source of entertainment for people in all ages, bu...