Results for ' Internet gaming addiction'

981 found
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  1.  46
    Predicting Chinese Adolescent Internet Gaming Addiction From Peer Context and Normative Beliefs About Aggression: A 2-Year Longitudinal Study.Ping Su, Chengfu Yu, Wei Zhang, Sha Liu, Yang Xu & Shuangju Zhen - 2018 - Frontiers in Psychology 9.
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  2.  56
    Sensation Seeking, Deviant Peer Affiliation, and Internet Gaming Addiction Among Chinese Adolescents: The Moderating Effect of Parental Knowledge.Yunlong Tian, Chengfu Yu, Shuang Lin, Junming Lu, Yi Liu & Wei Zhang - 2019 - Frontiers in Psychology 9.
  3.  47
    Internet Addiction Disorder: Internet Gaming Disorder in a Nonclinical Sample Of Moba And Mmorpg Videoplayers.Calogero Iacolino, Ester M. C. Lombardo, Brenda Cervellione, Giuseppe Mannino & Salvatore Micieli - 2019 - World Futures 75 (7):543-569.
    This study concentrates on two kinds of video games, Massive Online Battle Arena and Massive Multiplayer Online Role Play Game, and examines the scores obtained by the subjects in the sample. Score...
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  4.  31
    The habit of massively multiplayer online role-playing games (MMORPGs): A phenomenological analysis of bodily self-perception in gaming addiction.Marsia Santa Barbera & Willem Ferdinand Geradus Haselager - 2020 - Rivista Internazionale di Filosofia e Psicologia 11 (2):190-210.
    : We investigate the role played by bodily self-perception and social self-presentation in addiction to massively multiplayer online role-playing games. In this paper we will develop the hypothesis that, at least in some cases, the habit of role-playing can be interpreted as a response to gamers’ need to explore a different bodily self-identity. Players tend to become deeply involved in this kind of game, especially in the character identity creation process. Participants might see and seek reflections of their desired (...)
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  5.  96
    Social Bullying Among Undergraduates: The Roles of Internet Gaming Disorder, Risk-Taking Behavior, and Internet Addiction.Chinonso L. Nwanosike, Ikechukwu V. N. Ujoatuonu, Gabriel C. Kanu, Obinna O. Ike & Tochukwu J. Okeke - 2022 - Frontiers in Psychology 13.
    An issue that affects the academic engagement, performance, health and wellbeing of university undergraduates is bullying. Substantial literature has examined the predictors of bullying perpetration, but there is little research on the contributions of internet-related factors and the propensity to take risks in bullying. We examined the roles of IGD, risk-taking behavior, and internet addiction in social bullying. Four instruments were used for data collection, namely: Young Adult Social Behavior Scale, the Internet Gaming Disorder Scale, (...)
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  6.  56
    Brain Activity toward Gaming-Related Cues in Internet Gaming Disorder during an Addiction Stroop Task.Yifen Zhang, Xiao Lin, Hongli Zhou, Jiaojing Xu, Xiaoxia Du & Guangheng Dong - 2016 - Frontiers in Psychology 7.
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  7.  22
    Social Self-Efficacy and Internet Gaming Disorder Among Chinese Undergraduates: The Mediating Role of Alexithymia and the Moderating Role of Empathy.Yanhong Zhang, Ting Liang, Xiong Gan, Xueyan Zheng, Hao Li & Jingyue Zhang - 2022 - Frontiers in Psychology 13.
    As an increasingly serious social problem, Internet gaming disorder of college students may be related to their social self-efficacy. However, the relationship and its internal mechanisms underlying are still unclear. The current study tested the mediating effect of alexithymia in the association between social self-efficacy and IGD, and whether this mediating process was moderated by empathy. Social Self-Efficacy Scale, Chinese version of Internet Game Addiction Scale, Toronto Alexithymia Scale and Interpersonal Response Scale were adopted to examine (...)
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  8.  75
    Merging Theoretical Models and Therapy Approaches in the Context of Internet Gaming Disorder: A Personal Perspective.Kimberly S. Young & Matthias Brand - 2017 - Frontiers in Psychology 8:289710.
    Although it is not yet officially recognized as a clinical entity which is diagnosable, Internet Gaming Disorder (IGD) has been included in section III for further study in the DSM-5 by the American Psychiatric Association (APA, 2013). This is important because there is increasing evidence that people of all ages, in particular teens and young adults, are facing very real and sometimes very severe consequences in daily life resulting from an addictive use of online games. This article summarizes (...)
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  9.  36
    Comparison of the Video Game Functional Assessment-Revised (VGFA-R) and Internet Gaming Disorder Test (IGD-20).Matthew Evan Sprong, Mark D. Griffiths, Daniel Perry Lloyd, Erina Paul & Frank D. Buono - 2019 - Frontiers in Psychology 10:409122.
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  10. The differences of addiction causes between massive multiplayer online game and multi user domain.Jengchung V. Chen & Yangil Park - 2005 - International Review of Information Ethics 4 (5):53-60.
    This paper proposes research propositions to study on MMOG and MUD addictions based on their causes – flow state and social interaction. Though previous studies relate MMOG addictions to Internet addictions based on social interactions, this study after examining the underlying theories of Use and Gratification The-ory and Flow Theory concludes that what cause MMOG addiction is flow experience not social interaction. On the other hand, the cause of MUD addiction is social interaction. After proposing the propositions (...)
     
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  11.  37
    Measuring Female Gaming: Gamer Profile, Predictors, Prevalence, and Characteristics From Psychological and Gender Perspectives.Olatz Lopez-Fernandez, A. Jess Williams & Daria J. Kuss - 2019 - Frontiers in Psychology 10.
    Research investigating female gaming is relatively scarce, and past research has demonstrated that men are more likely to be problematic gamers. Few studies have focused on female gamers in community samples, and those that have been published have mainly collected data qualitatively in Europe. There is case study evidence suggesting clinicians are increasingly treating problem female gamers. The aim of this study is threefold: (i) to establish an international female gamer profile, (ii) to determine predictors associated with perceived (...) gaming disorder (IGD), and (iii) to identify those who are potentially at risk of developing gaming addiction and its characteristics by applying a quantitative approach. A cross-sectional online survey was applied through international gaming forums recruiting 625 female gamers, assessing sociodemographics, gaming devices used and play genres, and a set of questionnaires on gaming (e.g., problem online gaming [e.g., the nine-item short-form scale to assess IGD: IGDS9-SF], female stereotypes [e.g., sex role stereotyping scale], and psychological symptoms [e.g., Symptom CheckList-27-plus]). Female gamers from all continents reported the use of all videogames, especially popular online games using computers and consoles. The proportion of gamers with potential IGD was one per cent. Regression analyses identified several risk factors for increased scores on the IGDS9-SF, namely having achievement and social motivations, embodied presence and identification with the avatar, hostility and social phobia together with negative body image, playing Multiplayer Online Battle Arena, Massively Multiplayer Online Role-Playing Games, and First-Person-Shooter games. Findings contribute to filling the gap in knowledge on female gaming, to aid in the applicability of problematic gaming measurements in female gamers, especially those who are at risk of problematic gaming. The purpose of this study is to enhance the validity of the current measures to diagnose problem gaming appropriately in both genders. (shrink)
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  12.  18
    Gambling, Gaming, and Internet Behavior in a Sexual Minority Perspective. A Cross-Sectional Study in Seven European Countries.Niroshani Broman, Fulvia Prever, Ester di Giacomo, Susana Jiménez-Murcia, Anna Szczegielniak, Helena Hansson & Anders Håkansson - 2022 - Frontiers in Psychology 12.
    BackgroundAddictive behavior of gambling, gaming and internet activity is partly a new research domain and has not been well investigated with regard to sexual minority populations. Although health disparities between sexual minorities and the general population are well documented, there is a lack of inclusion of sexual minorities in both research and clinic. Among lesbian, gay and bisexual populations certain features could be present that play a role for the development of addictive behaviors, such as social isolation and (...)
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  13. Games 2.0 jako próba konstrukcji społeczno-kulturowego perpetuum mobile.Andrzej Klimczuk - 2008 - Homo Communicativus 5:177--187.
    Increase in popularity of games like "Second Life" has contributed not only to significant changes in the development of the electronic entertainment industry. Promoting Games 2.0, the new trend of video game production that are assumed to be the virtual worlds that contain user-generated content makes both measured with a specific technological innovation, as well as a serious change in the organization of socio-cultural heritage. The article presents problems of the existing difficulties of terminology, the implications of the availability of (...)
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  14.  35
    Governance and Dissidence in Online Culture in China: The Case of Anti-CNN and Online Gaming.Tao Zhang - 2013 - Theory, Culture and Society 30 (5):70-93.
    The article explores two different articulations of the attitudes of young Chinese netizens towards the state: the neo-nationalist web community, ‘Anti-CNN.com’/‘April Youth’, and the online ‘machinema’ film, ‘Online Gaming Addicts’ War’. Both of these online practices are associated with the post-’80 s generation, which I argue is a key constituency in contemporary Chinese internet discourse. Through these case studies, the article explores the viability of recent attempts to apply Foucauldian theories of governmentality to the case of China. It (...)
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  15.  23
    Reliability, and Convergent and Discriminant Validity of Gaming Disorder Scales: A Meta-Analysis.Seowon Yoon, Yeji Yang, Eunbin Ro, Woo-Young Ahn, Jueun Kim, Suk-Ho Shin, Jeanyung Chey & Kee-Hong Choi - 2021 - Frontiers in Psychology 12.
    Background: An association between gaming disorder and the symptoms of common mental disorders is unraveled yet. In this preregistered study, we quantitatively synthesized reliability, convergent and discriminant validity of GD scales to examine association between GD and other constructs.Methods: Five representative GD instruments were chosen based on recommendations by the previous systematic review study to conduct correlation meta-analyses and reliability generalization. A systematic literature search was conducted through Pubmed, Proquest, Embase, and Google Scholar to identify studies that reported information (...)
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  16.  24
    (1 other version)La cyberdépendance : un objet pour les sciences de l’information et de la communication.Nicolas Oliveri - 2011 - Hermès: La Revue Cognition, communication, politique 59 (1):, [ p.].
    La cyberdépendance est un phénomène dont l’étude relève, encore aujourd’hui, largement de la psychologie. En abordant cette problématique sous l’angle pluridisciplinaire des sciences de l’information et de la communication, ce nouvel objet peut permettre la mise à distance de discours convenus sur la technophilie, mais également, sur une certaine technophobie. Ainsi, en abordant l’univers des jeux vidéo et d’Internet, il est désormais possible de prendre la mesure de la croissance multiforme des mondes virtuels, mais aussi et surtout, des risques (...)
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  17.  16
    Assessing Online Flow Across Cultures: A Two-Fold Measurement Invariance Study.Elwin Hu, Vasileios Stavropoulos, Alastair Anderson, Michael Clarke, Charlotte Beard, Stelios Papapetrou & Rapson Gomez - 2019 - Frontiers in Psychology 10:430596.
    The association between online Flow and Internet Gaming Disorder (IGD) has attracted significant attention. Despite the consensus that online Flow plays a pivotal role in the development of IGD and other Internet addictive behaviours, there has been a lack of consistency in measurement scales used to assess online Flow. Even widely used measures of online Flow have not been psychometrically assessed across culturally diverse populations of gamers. Such an assessment would enhance the accuracy of cross-cultural comparisons regarding (...)
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  18.  59
    Sensation Seeking and Online Gaming Addiction in Adolescents: A Moderated Mediation Model of Positive Affective Associations and Impulsivity.Jianping Hu, Shuangju Zhen, Chengfu Yu, Qiuyan Zhang & Wei Zhang - 2017 - Frontiers in Psychology 8.
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  19.  25
    Internet Gaming Disorder Increases Mind-Wandering in Young Adults.Jiawen Zhang, Hui Zhou, Fengji Geng, Xiaolan Song & Yuzheng Hu - 2021 - Frontiers in Psychology 11.
    As a primary symptom defining Internet gaming disorder, preoccupation indicates a mind state in which gamers think about a gaming activity so much that other things appear less important and/or interesting to them. Previous studies have examined the negative impacts of IGD on both cognitive and affective functions, yet no study has investigated the influence of IGD on daily mind state changes that interfere with ongoing tasks. The current study hypothesized that more IGD symptoms lead to a (...)
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  20.  52
    Internet Gaming Disorder in Adolescents: Personality, Psychopathology and Evaluation of a Psychological Intervention Combined With Parent Psychoeducation.Vega González-Bueso, Juan J. Santamaría, Daniel Fernández, Laura Merino, Elena Montero, Susana Jiménez-Murcia, Amparo del Pino-Gutiérrez & Joan Ribas - 2018 - Frontiers in Psychology 9.
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  21.  18
    Editorial: Internet Gaming Disorder: A Pathway Towards Assessment Consensus.Vasileios Stavropoulos, Rapson Gomez & Frosso Motti-Stefanidi - 2019 - Frontiers in Psychology 10.
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  22.  25
    Relationships Between Job Stress, Psychological Adaptation and Internet Gaming Disorder Among Migrant Factory Workers in China: The Mediation Role of Negative Affective States.He Cao, Kechun Zhang, Danhua Ye, Yong Cai, Bolin Cao, Yaqi Chen, Tian Hu, Dahui Chen, Linghua Li, Shaomin Wu, Huachun Zou, Zixin Wang & Xue Yang - 2022 - Frontiers in Psychology 13:837996.
    Factory workers make up a large proportion of China’s internal migrants and may be highly susceptible to job and adaptation stress, negative affective states (e.g., depression and anxiety), and Internet gaming disorder (IGD). This cross-sectional study investigated the relationships between job stress, psychological adaptation, negative affective states and IGD among 1,805 factory workers recruited by stratified multi-stage sampling between October and December 2019. Structural equation modeling (SEM) was conducted to test the proposed mediation model. Among the participants, 67.3% (...)
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  23.  50
    Role of Stressful Life Events, Avoidant Coping Styles, and Neuroticism in Online Game Addiction among College Students: A Moderated Mediation Model.Huanhuan Li, Yingmin Zou, Jiaqi Wang & Xuelin Yang - 2016 - Frontiers in Psychology 7.
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  24. Detecting Health Problems Related to Addiction of Video Game Playing Using an Expert System.Samy S. Abu Naser & Mohran H. Al-Bayed - 2016 - World Wide Journal of Multidisciplinary Research and Development 2 (9):7-12.
    Today’s everyone normal life can include a normal rate of playing computer games or video games; but what about an excessive or compulsive use of video games that impact on our life? Our kids, who usually spend a lot of time in playing video games will likely have a trouble in paying attention to their school lessons. In this paper, we introduce an expert system to help users in getting the correct diagnosis of the health problem of video game addictions (...)
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  25.  21
    Commentary: Awareness of Risk Factors for Digital Game Addiction: Interviewing Players and Counselors.Gilbert E. Franco - 2015 - Frontiers in Psychology 6.
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  26. An Intelligent Tutoring System for Health Problems Related To Addiction of Video Game Playing.Mohran H. Al-Bayed & Samy S. Abu Naser - 2017 - International Journal of Advanced Scientific Research 2 (1):4-10.
    Lately in the past couple of years, there are an increasing in the normal rate of playing computer games or video games compared to the E-learning content that are introduced for the safety of our children, and the impact of the video game addictiveness that ranges from (Musculoskeletal issues, Vision problems and Obesity). Furthermore, this paper introduce an intelligent tutoring system for both parent and their children for enhancement the experience of gaming and tell us about the health problems (...)
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  27.  33
    Gamification for Internet Gaming Disorder Prevention: Evaluation of a Wise IT-Use (WIT) Program for Hong Kong Primary Students.Chor-lam Chau, Yvonne Yin-yau Tsui & Cecilia Cheng - 2019 - Frontiers in Psychology 10.
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  28.  29
    Evaluating an Internet Gaming Disorder Scale Using Mokken Scaling Analysis.Turi Reiten Finserås, Ståle Pallesen, Rune Aune Mentzoni, Elfrid Krossbakken, Daniel L. King & Helge Molde - 2019 - Frontiers in Psychology 10.
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  29.  25
    Abnormal psychological performance as potential marker for high risk of internet gaming disorder: An eye-tracking study and support vector machine analysis.Shuai Wang, Jialing Li, Siyu Wang, Wei Wang, Can Mi, Wenjing Xiong, Zhengjia Xu, Longxing Tang & Yanzhang Li - 2022 - Frontiers in Psychology 13.
    Individuals with high risk of internet gaming disorder showed abnormal psychological performances in response inhibition, impulse control, and emotion regulation, and are considered the high-risk stage of internet gaming disorder. The identification of this population mainly relies on clinical scales, which are less accurate. This study aimed to explore whether these performances have highly accurate for discriminating HIGD from low-risk ones. Eye tracking based anti-saccade task, Barratt impulsiveness scale, and Wong and Law emotional intelligence scale were (...)
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  30.  33
    Relationship Between Loneliness and Depression Among Chinese Junior High School Students: The Serial Mediating Roles of Internet Gaming Disorder, Social Network Use, and Generalized Pathological Internet Use.Peng Wang, Jun Wang, Yun Yan, Yingdong Si, Xiangping Zhan & Yu Tian - 2021 - Frontiers in Psychology 11.
    This study aimed to explore the mediating effects of internet gaming disorder, social network use, and generalized pathological internet use on the association between loneliness and depression. A total of 2211 junior high school students completed questionnaires regarding loneliness, internet gaming disorder, social network use, GPIU, and depression. The results of a structural equation model revealed that the path coefficient of loneliness to depression was significantly positive, loneliness could not predict depression through GPIU directly, but (...)
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  31.  32
    "Virtual reality" as a tool for global manipulation of socio-cultural identity.Pavel Gennadievich Bylevskiy - forthcoming - Philosophy and Culture (Russian Journal).
    The subject of the article is the philosophical and cultural methodology of digital "virtual reality", comparing the declarations of developers with the practical possibilities and social consequences of using such technologies. The developers presented projects of online digital content services for all five senses using special equipment (glasses, headphones, interactive gloves, joysticks, costumes, printers of smells and tastes, etc.). It was assumed that virtual reality would surpass the reliability of previous multimedia content and interactive computer games, and the persuasiveness and (...)
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  32.  46
    The Contemplative Classroom, or Learning by Heart in the Age of Google.Barbara Newman - 2013 - Buddhist-Christian Studies 33:3-11.
    In lieu of an abstract, here is a brief excerpt of the content:The Contemplative Classroom, or Learning by Heart in the Age of GoogleBarbara NewmanIn his provocative essay “Slow Knowledge,” David Orr outlines the countervailing assumptions of what he calls “the culture of fast knowledge.” Among these are the widely shared, though rarely examined, beliefs that “only that which can be measured is true knowledge; the more knowledge we have, the better; there are no significant distinctions between information and knowledge; (...)
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  33.  18
    Internet Addiction and Emotional and Behavioral Maladjustment in Mainland Chinese Adolescents: Cross-Lagged Panel Analyses.Xiaoqin Zhu, Daniel T. L. Shek & Carman K. M. Chu - 2021 - Frontiers in Psychology 12.
    Adolescence is a developmental stage when adolescents are vulnerable to addictive behaviors, such as Internet addiction, which refers to pathological use of the Internet. Although there are views proposing that the links between IA and adolescent problem behavior may be bidirectional in nature, few studies have examined the reciprocal relationships between IA and other maladjustment indicators, and even fewer studies have simultaneously employed both emotional and behavioral maladjustment indicators in a single study. To address the above research (...)
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  34. Internet Addiction and Well-Being: Daoist and Stoic Reflections.Hui Jin & Edward H. Spence - 2016 - Dao: A Journal of Comparative Philosophy 15 (2):209-225.
    This article explores the phenomenon of Internet addiction and its possible amelioration, from both Eastern and Western philosophical perspectives. Internet addiction is caused by the excessive use of the Internet and its resulting dependence, having negative effects on human well-being. The ideas of a key ancient Chinese Daoist thinker Zhuangzi 莊子 and his Western contemporaries, the Stoics, as viewed through the world, the things and beings in it, and their relationships, offer insights which may be (...)
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  35.  43
    Internet Addiction and Related Clinical Problems: A Study on Italian Young Adults.Lorenzo Zamboni, Igor Portoghese, Alessio Congiu, Silvia Carli, Ruggero Munari, Angela Federico, Francesco Centoni, Adelelmo Lodi Rizzini & Fabio Lugoboni - 2020 - Frontiers in Psychology 11.
    The considerable prominence of internet addiction (IA) in adolescence is at least partly explained by the limited knowledge thus far available on this complex phenomenon. In discussing IA, it is necessary to be aware that this is a construct for which there is still no clear definition in the literature. Nonetheless, its important clinical implications, as emerging in recent years, justify the lively interest of researchers in this new form of behavioral addiction. Over the years, studies have (...)
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  36.  42
    Sex Addiction on the Internet.Mark Griffiths - 2004 - Janus Head 7 (1):188-217.
    The Internet appears to have become an ever-increasing part in many areas of people’s day-to-day lives. One area that deserves further examination surrounds sex addiction and its relationship with excessive Internet usage. It has been alleged by some academics that social pathologies are beginning to surface in cyberspace and have been referred to as “technological addictions.” This article examines the concept of “Internet addiction” in relation to excessive sexual behavior. It contains discussions of the concept (...)
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  37.  53
    Father–Child Longitudinal Relationship: Parental Monitoring and Internet Gaming Disorder in Chinese Adolescents.Binyuan Su, Chengfu Yu, Wei Zhang, Qin Su, Jianjun Zhu & Yanping Jiang - 2018 - Frontiers in Psychology 9.
  38.  64
    Frequency-dependent changes in the amplitude of low-frequency fluctuations in internet gaming disorder.Xiao Lin, Xize Jia, Yu-Feng Zang & Guangheng Dong - 2015 - Frontiers in Psychology 6.
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  39.  89
    Challenges in Internet Addiction Disorder: Is a Diagnosis Feasible or Not?Alessandro Musetti, Roberto Cattivelli, Marco Giacobbi, Pablo Zuglian, Martina Ceccarini, Francesca Capelli, Giada Pietrabissa & Gianluca Castelnuovo - 2016 - Frontiers in Psychology 7:177995.
    An important international discussion began because of some pioneer studies carried out by Young (1996a) on the internet addiction disorder (IAD). In the fifth and most recent version of the Diagnostic, and Statistical Manual of Mental Disorders (DSM) there is no mention of this disorder and among researchers there are basically two opposite positions. Those who are in favor of a specific diagnosis and those who are claiming the importance of specific criteria characterizing this behavior and the precise (...)
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  40.  44
    Exposure to Community Violence, Affiliations With Risk-Taking Peer Groups, and Internet Gaming Disorder Among Chinese Adolescents: The Moderating Role of Parental Monitoring.Qiao Liang, Chengfu Yu, Quanfeng Chen, Xiaodong Xie, Han Wu, Jintao Xing, Shihua Huang & Kai Dou - 2019 - Frontiers in Psychology 10.
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  41.  13
    Selected Behaviors and Addiction Risk Among Users of Urban Multimedia Games.Mateusz Grajek, Łukasz Olszewski, Karolina Krupa-Kotara, Agnieszka Białek-Dratwa & Krzysztof Sas-Nowosielski - 2022 - Frontiers in Psychology 13.
    IntroductionThe rapid development of technology has led to the transfer of entertainment to the virtual world. Many games and multimedia applications use the so-called augmented reality. With the development of a new technological branch, a new health problem has emerged, which is infoholic addiction, attracting people with the specific functionality that is cyberspace and the virtual world.ObjectiveThe study aimed to assess health behaviors and the risk of addiction among users of urban multimedia games. Research methodology. The study was (...)
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  42.  82
    Internet Addiction and Its Associated Factors Among African High School and University Students: Systematic Review and Meta-Analysis.Edgeit Abebe Zewde, Tadesse Tolossa, Sofonyas Abebaw Tiruneh, Melkalem Mamuye Azanaw, Getachew Yideg Yitbarek, Fitalew Tadele Admasu, Gashaw Walle Ayehu, Tadeg Jemere Amare, Endeshaw Chekol Abebe, Zelalem Tilahun Muche, Tigabnesh Assfaw Fentie, Melkamu Aderajew Zemene & Metages Damite Melaku - 2022 - Frontiers in Psychology 13.
    IntroductionInternet addiction is characterized by excessive and uncontrolled use of the internet affecting everyday life. Adolescents are the primary risk group for internet addiction. Data on internet addiction is lacking in Africa. Thus, this review aimed to determine the pooled prevalence of internet addiction and its associated factors among high school and university students in Africa.MethodsA comprehensive literature search was conducted using electronic databases to locate potential studies. Heterogeneity between studies was checked (...)
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  43.  42
    Unconscious Processing of Facial Expressions in Individuals with Internet Gaming Disorder.Xiaozhe Peng, Fang Cui, Ting Wang & Can Jiao - 2017 - Frontiers in Psychology 8.
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  44.  58
    (1 other version)Altered Structural Correlates of Impulsivity in Adolescents with Internet Gaming Disorder.Xin Du, Xin Qi, Yongxin Yang, Guijin Du, Peihong Gao, Yang Zhang, Wen Qin, Xiaodong Li & Quan Zhang - 2016 - Frontiers in Human Neuroscience 10.
  45.  71
    Cue-induced Behavioral and Neural Changes among Excessive Internet Gamers and Possible Application of Cue Exposure Therapy to Internet Gaming Disorder.Yongjun Zhang, Yamikani Ndasauka, Juan Hou, Jiawen Chen, Li Zhuang Yang, Ying Wang, Long Han, Junjie Bu, Peng Zhang, Yifeng Zhou & Xiaochu Zhang - 2016 - Frontiers in Psychology 7.
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  46.  34
    Differences in game playability between healthy players and problematic players.Elena Carolina Li - 2022 - Interaction Studies 23 (1):58-88.
    Games played on mobile phones or tablets have become a serious game platform. In the new International Classification of Diseases in 2019, the WHO now includes video game disorder as a mental disease, this highlights the seriousness of game addiction which has now become a global problem. Game design may be one of the factors that affect game addiction. Game playability can be used to evaluate the game design and to determine the features that can cause game (...). The purpose of this study was to explore the relationship between playability and game addiction, and a comparison of the difference in playability among healthy players (N = 1286) and problematic players (N = 278) that allows game developers to design games in ways that may reduce addiction while maintaining or improving playability. In this study, 1564 valid questionnaires that collected data about the Game Playability Scale and the Game Addiction Scale showed that (1) The level of playability in the problematic players was significantly higher than in healthy players. (2) The degree of correlation between playability and game addiction in the problematic players was lower than in healthy players. (3) Some playability factors and addiction factors are negatively correlated. (shrink)
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  47. Alterations of Resting-State Static and Dynamic Functional Connectivity of the Dorsolateral Prefrontal Cortex in Subjects with Internet Gaming Disorder.Xu Han, Xiaowei Wu, Yao Wang, Yawen Sun, Weina Ding, Mengqiu Cao, Yasong Du, Fuchun Lin & Yan Zhou - 2018 - Frontiers in Human Neuroscience 12.
  48.  48
    Altered Brain Activities Associated with Craving and Cue Reactivity in People with Internet Gaming Disorder: Evidence from the Comparison with Recreational Internet Game Users.Wang Lingxiao, Wu Lingdan, Wang Yifan, Li Hui, Liu Xiaoyue, Du Xiaoxia & Dong Guangheng - 2017 - Frontiers in Psychology 8.
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  49.  14
    Can Worried Parents Predict Effects of Video Games on Their Children? A Case-Control Study of Cognitive Abilities, Addiction Indicators and Wellbeing.Andreas Lieberoth & Anne Fiskaali - 2021 - Frontiers in Psychology 11.
    Many parents worry over their children’s gaming habits, but to what extent do such worries match any detrimental effects of excessive gaming? We attempted to answer this question by comparing children of highly concerned parents with other adolescents of the same age. A cohort of parents who identified as highly concerned over their children’s video game habits were recruited for a public study in collaboration with a national television network. Using an online experimental platform in conjunction with surveys (...)
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  50.  15
    Cognitive bias toward the Internet: The causes of adolescents’ Internet addiction under parents’ self-affirmation consciousness.Mindan Zhou, Jianfei Zhu, Zhibo Zhou, Huiqi Zhou & Guoping Ji - 2022 - Frontiers in Psychology 13.
    The Internet plays a crucial part in the adolescent life. However, as a product of modernization, the Internet has brought a lifestyle different from that of our parents who tend to regard excessive exposure to the Internet as a manifestation of the adolescent Internet addiction. The cognitive bias against the Internet seem to have been arisen among the parents. Under the theoretical framework of self-efficacy and empathy, this study adopts PLS-SEM to analyze the contributing (...)
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