International audienceVideo-game users represent 40% of the French population and adolescents are the primary users. Yet excessive playing of video games has become a problem in modern society and is manifesting itself in treatment centers for adolescents. Before attempting to gain insight into this problematic use, we must understand video gaming itself and its implications for the gamer. The aim of this research is to propose an understanding of video-game playing based on some dimensions of emotional functioning such as emotion regulation, emotion intensity, emotion expression, and alexithymia. A total of 159 adolescents took part in the study. Regular gamers regulated their emotions more than irregular gamers did. They also felt their e...
The aim of this study is to evaluate the role of the type of interface device in the efficacy of a s...
Summary Background - The use of the internet is a relevant part of daily life and is radically chang...
The aim of this study was to determine the relationship between problematic gaming and emotional int...
International audienceVideo-game users represent 40% of the French population and adolescents are th...
Video games are a popular entertainment in many countries, however, among video game users, experts ...
People all use more or less adapted strategies to confront adverse emotional situations in their liv...
64% of homes have at least one person who plays video games regularly (The ESA, 2018). With the cont...
Developmental changes during adolescence may make youth susceptible to violent media effects. Two st...
Abstract The thesis aimed to study the emotional impact of video games and how these emotions shape ...
Video games are a popular entertainment in many countries, however, among video game users, experts ...
Introduction: Emotion regulation (ER) supports multiple individual functions and promotes mental hea...
Adolescence is a crucial period to learn Emotional Regulation (ER) strategies to prevent future psyc...
In recent years, research on the psychology of gaming has examined the negative and positive outcom...
Cette recherche avait pour objectif d’explorer les variables psychologiques impliquées dans l’Usage ...
The article investigates the problem of interaction between a modern primary school-aged child and t...
The aim of this study is to evaluate the role of the type of interface device in the efficacy of a s...
Summary Background - The use of the internet is a relevant part of daily life and is radically chang...
The aim of this study was to determine the relationship between problematic gaming and emotional int...
International audienceVideo-game users represent 40% of the French population and adolescents are th...
Video games are a popular entertainment in many countries, however, among video game users, experts ...
People all use more or less adapted strategies to confront adverse emotional situations in their liv...
64% of homes have at least one person who plays video games regularly (The ESA, 2018). With the cont...
Developmental changes during adolescence may make youth susceptible to violent media effects. Two st...
Abstract The thesis aimed to study the emotional impact of video games and how these emotions shape ...
Video games are a popular entertainment in many countries, however, among video game users, experts ...
Introduction: Emotion regulation (ER) supports multiple individual functions and promotes mental hea...
Adolescence is a crucial period to learn Emotional Regulation (ER) strategies to prevent future psyc...
In recent years, research on the psychology of gaming has examined the negative and positive outcom...
Cette recherche avait pour objectif d’explorer les variables psychologiques impliquées dans l’Usage ...
The article investigates the problem of interaction between a modern primary school-aged child and t...
The aim of this study is to evaluate the role of the type of interface device in the efficacy of a s...
Summary Background - The use of the internet is a relevant part of daily life and is radically chang...
The aim of this study was to determine the relationship between problematic gaming and emotional int...