Pathological use of video games has been associated with indicators of psychosocial well-being, such as loneliness, low self-esteem, low social competence low life satisfaction, and high aggression. However, few studies have decisively demonstrated whether these indicators of psychosocial well-being are causes or consequences of pathological gaming. To address this gap in the literature, we conducted a two-wave panel study among 851 Dutch adolescents (543 gamers). Causal relations were analyzed using autoregressive structural equation models. These analyses indicated that social competence, self-esteem, and loneliness were significant predictors of pathological gaming six months later. Our analyses further indicated that increased lonelines...
In the last two decades, there has been growing academic attention on the phenomenon of problematic ...
Background and aims. The popularity of playing games among adolescents has increased during the last...
Video gaming is an extremely popular leisure-time activity with more than two billion users worldwid...
Pathological use of computer and video games has been associated with indicators of psychosocial wel...
This study investigates the moderating role of the quality of online and real-life friendship on the...
The aim of our research was to investigate the predictors of Problematic Video Gaming (PVG) in emerg...
Computer gaming is prevalent in today's society, especially for young adults. For some, however, com...
This study investigated relationships between problem video game playing, self-esteem and social ski...
Rationale. Video games and the Internet are an indispensable part of teens’ lives and are tightly wo...
Aims: Examining online social interactions along with patterns of video gaming behaviors and game a...
Playing video games during adolescence has been linked to both positive and negative outcomes, but i...
Problem Video Game Playing, Self Esteem and Social ii This study investigated relationships between ...
The effects of video games on children's psychosocial development remain the focus of debate. At two...
There is some concern that playing computer games may be associated with social isolation, lowered s...
Aims: Examining online social interactions along with patterns of video gaming behaviors and game ad...
In the last two decades, there has been growing academic attention on the phenomenon of problematic ...
Background and aims. The popularity of playing games among adolescents has increased during the last...
Video gaming is an extremely popular leisure-time activity with more than two billion users worldwid...
Pathological use of computer and video games has been associated with indicators of psychosocial wel...
This study investigates the moderating role of the quality of online and real-life friendship on the...
The aim of our research was to investigate the predictors of Problematic Video Gaming (PVG) in emerg...
Computer gaming is prevalent in today's society, especially for young adults. For some, however, com...
This study investigated relationships between problem video game playing, self-esteem and social ski...
Rationale. Video games and the Internet are an indispensable part of teens’ lives and are tightly wo...
Aims: Examining online social interactions along with patterns of video gaming behaviors and game a...
Playing video games during adolescence has been linked to both positive and negative outcomes, but i...
Problem Video Game Playing, Self Esteem and Social ii This study investigated relationships between ...
The effects of video games on children's psychosocial development remain the focus of debate. At two...
There is some concern that playing computer games may be associated with social isolation, lowered s...
Aims: Examining online social interactions along with patterns of video gaming behaviors and game ad...
In the last two decades, there has been growing academic attention on the phenomenon of problematic ...
Background and aims. The popularity of playing games among adolescents has increased during the last...
Video gaming is an extremely popular leisure-time activity with more than two billion users worldwid...