Background: videogames addiction is considered the main entertainment today for both children and adults. Prolonged use of video games resulted in addiction that had an adverse impact on the social behavior and academic performance. Objective: The current study aimed to assess the impact of video games on the social behavior and academic performance among females’ medical students at Taif university, Saudi Arabia.Methods: A cross-sectional questionnaire-based study was carried out using an online questionnaire. A sample random technique was used to select the participants. Data was analyzed using (SPSS program, version 22.0.). For the qualitative data, frequency and percentages were presented in tables. P-value <0.05 was considered signific...
As the online gaming industry grows, so does its community, which is especially true nowadays amidst...
As the online gaming industry grows, so does its community, which is especially true nowadays amidst...
Background: The novelty of the present study was to interpret the relation of the videogame usage in...
This study aimed to investigate the effects of addiction to computer games on physical and mental he...
The demographic data used was gender, daily allowance and type of family. This study gauged the exte...
Abstract This study aimed to investigate the effects of addiction to computer games on physical and...
Introduction: Few studies have estimated screen time among Arab adolescents, and no studies, to date...
Objective: The objective of the study was to determine the factors and predictors of gaming disorder...
Abstract--Video games playing is the most popular source of entertainment for people in all ages, bu...
Purpose: This study aimed to investigate factors affecting digital game addiction in secondary schoo...
Purpose: This study aimed to investigate factors affecting digital game addiction in secondary schoo...
Background: Children usually play video games for entertainment, excitement, challenge seeking, emot...
This study is about the effect of playing various types of video games on the Universiti Malaysia Sa...
This study is about the effect of playing various types of video games on the Universiti Malaysia Sa...
In modern society, the act of playing games entices certain prejudices towards those who decide to p...
As the online gaming industry grows, so does its community, which is especially true nowadays amidst...
As the online gaming industry grows, so does its community, which is especially true nowadays amidst...
Background: The novelty of the present study was to interpret the relation of the videogame usage in...
This study aimed to investigate the effects of addiction to computer games on physical and mental he...
The demographic data used was gender, daily allowance and type of family. This study gauged the exte...
Abstract This study aimed to investigate the effects of addiction to computer games on physical and...
Introduction: Few studies have estimated screen time among Arab adolescents, and no studies, to date...
Objective: The objective of the study was to determine the factors and predictors of gaming disorder...
Abstract--Video games playing is the most popular source of entertainment for people in all ages, bu...
Purpose: This study aimed to investigate factors affecting digital game addiction in secondary schoo...
Purpose: This study aimed to investigate factors affecting digital game addiction in secondary schoo...
Background: Children usually play video games for entertainment, excitement, challenge seeking, emot...
This study is about the effect of playing various types of video games on the Universiti Malaysia Sa...
This study is about the effect of playing various types of video games on the Universiti Malaysia Sa...
In modern society, the act of playing games entices certain prejudices towards those who decide to p...
As the online gaming industry grows, so does its community, which is especially true nowadays amidst...
As the online gaming industry grows, so does its community, which is especially true nowadays amidst...
Background: The novelty of the present study was to interpret the relation of the videogame usage in...