Academic literature on the topic 'Problematic use of video games'
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Journal articles on the topic "Problematic use of video games"
Argento, Amanda, Devin Mill, Victoria Carmichael, Jessica Mettler, and Nancy Heath. "Gamers and Video Games Users: What’s the Difference?" Journal of Interpersonal Relations, Intergroup Relations and Identity 10 (2017): 59–69. http://dx.doi.org/10.33921/cnsq2631.
Full textZurita Ortega, Félix, Ramón Chacón Cuberos, Manuel Castro Sánchez, et al. "Problematic consumption of substances and video game use in spanish university students depending on sex and place of residence." Health and Addictions/Salud y Drogas 18, no. 1 (2018): 89–96. http://dx.doi.org/10.21134/haaj.v18i1.350.
Full textCastro-Sánchez, Manuel, Ramón Chacón-Cuberos, José Ubago-Jiménez, Edson Zafra-Santos, and Félix Zurita-Ortega. "An Explanatory Model for the Relationship between Motivation in Sport, Victimization, and Video Game Use in Schoolchildren." International Journal of Environmental Research and Public Health 15, no. 9 (2018): 1866. http://dx.doi.org/10.3390/ijerph15091866.
Full textGuermazi, F., N. Halouani, K. Yaich, et al. "Video and Internet Gaming Addiction Among Young Adults." European Psychiatry 41, S1 (2017): S203—S204. http://dx.doi.org/10.1016/j.eurpsy.2017.01.2158.
Full textCastro-Sánchez, Manuel, Mercedes Rojas-Jiménez, Félix Zurita-Ortega, and Ramón Chacón-Cuberos. "Multidimensional Self-Concept and Its Association with Problematic Use of Video Games in Spanish College Students." Education Sciences 9, no. 3 (2019): 206. http://dx.doi.org/10.3390/educsci9030206.
Full textCharmaraman, Linda, Amanda M. Richer, and Megan A. Moreno. "Social and Behavioral Health Factors Associated with Violent and Mature Gaming in Early Adolescence." International Journal of Environmental Research and Public Health 17, no. 14 (2020): 4996. http://dx.doi.org/10.3390/ijerph17144996.
Full textCudo, Andrzej, Małgorzata Torój, Tomasz Misiuro, and Mark D. Griffiths. "Problematic Facebook Use and Problematic Video Gaming Among Female and Male Gamers." Cyberpsychology, Behavior, and Social Networking 23, no. 2 (2020): 126–33. http://dx.doi.org/10.1089/cyber.2019.0252.
Full textCastro-Sánchez, Manuel, Amador Jesús Lara-Sánchez, Eduardo García-Mármol, and Ramón Chacón-Cuberos. "Motivational Climate Is Associated with Use of Video Games and Violence in Schoolchildren: A Structural Equation Model According to Healthy Behaviors." International Journal of Environmental Research and Public Health 17, no. 4 (2020): 1272. http://dx.doi.org/10.3390/ijerph17041272.
Full textBányai, Fanni, Ágnes Zsila, Zsolt Demetrovics, and Orsolya Király. "A problémás videojáték-használat újabb elméleti és gyakorlati megközelítései." Információs Társadalom 18, no. 1 (2018): 93. http://dx.doi.org/10.22503/inftars.xviii.2018.1.6.
Full textWartberg, Lutz, and Rudolf Kammerl. "Empirical Relationships between Problematic Alcohol Use and a Problematic Use of Video Games, Social Media and the Internet and Their Associations to Mental Health in Adolescence." International Journal of Environmental Research and Public Health 17, no. 17 (2020): 6098. http://dx.doi.org/10.3390/ijerph17176098.
Full textDissertations / Theses on the topic "Problematic use of video games"
Wolfe, Amanda. "Massively Multiplayer Online Gamers: Motivations and Risks." Digital Archive @ GSU, 2012. http://digitalarchive.gsu.edu/cps_diss/74.
Full textWeissman, Dustin R. "Impacts of Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) on Individuals’ Subjective Sense of Feeling Connected with Others." Antioch University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1496166839644501.
Full textCoëffec, Adélaïde. "Etude exploratoire, en population adolescente, des variables psychologiques impliquées dans l’utilisation des jeux vidéo et autres technologies numériques." Thesis, Paris 10, 2014. http://www.theses.fr/2014PA100193.
Full textBopp, Stacey-Lee. "A phenomenological study of problematic internet use with massively multiplayer online games." Thesis, Nelson Mandela University, 2017. http://hdl.handle.net/10948/13757.
Full textLee, Wai Yu. "Understanding problematic use of massively multiplayer online games: instrument development and theoretical model testing." HKBU Institutional Repository, 2015. https://repository.hkbu.edu.hk/etd_oa/186.
Full textNiemi, Eric J. "The games men play| How community college men use video games to construct masculinity." Thesis, Northern Illinois University, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=3681948.
Full textScantlin, Ronda Mae. "Interactive media : an analysis of children's computer and video game use /." Digital version accessible at:, 1999. http://wwwlib.umi.com/cr/utexas/main.
Full textShand, Matthew. "Beginning, persisting, and ceasing to play : a stage use and gratifications approach to multiplayer video games /." Online version of thesis, 2010. http://hdl.handle.net/1850/11589.
Full textSanger, Mark A. "Use of video games to increase sport knowledge and game-play performance." [Ames, Iowa : Iowa State University], 2009. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:1473254.
Full textSilberman, Lauren (Lauren Beth). "Double play : athletes' use of sport video games to enhance athletic performance." Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/59733.
Full textBooks on the topic "Problematic use of video games"
Carol, Savill-Smith, and Great Britain. Learning and Skills Development Agency., eds. The Use of computer and video games for learning: A review of the literature. LSDA, 2004.
Find full textMicetic, Leigh Ann. Living arrangements, substance use, personality and gender as predictors of achievement and performance on video games. Laurentian University, Department of Psychology, 1998.
Find full textUnited States. Congress. Senate. Committee on Governmental Affairs. Permanent Subcommittee on Investigations. Illegal use of video gambling machines: Hearing before the Permanent Subcommittee on Investigations of the Committee on Governmental Affairs, United States Senate, Ninety-eighth Congress, second session, October 1, 1984. U.S. G.P.O., 1985.
Find full textInvestigations, United States Congress Senate Committee on Governmental Affairs Permanent Subcommittee on. Illegal use of video gambling machines: Hearing before the Permanent Subcommittee on Investigations of the Committee on Governmental Affairs, United States Senate, Ninety-eighth Congress, second session, October 1, 1984. U.S. G.P.O., 1985.
Find full textUnited States. Congress. Senate. Committee on Governmental Affairs. Permanent Subcommittee on Investigations. Illegal use of video gambling machines: Hearing before the Permanent Subcommittee on Investigations of the Committee on Governmental Affairs, United States Senate, Ninety-eighth Congress, second session, October 1, 1984. U.S. G.P.O., 1985.
Find full textAuditor, Montana Legislature Office of the Legislative. Performance audit report: Controls over use of state telephones. The Office, 1986.
Find full textKerins, Mark. Multichannel Gaming and the Aesthetics of Interactive Surround. Edited by John Richardson, Claudia Gorbman, and Carol Vernallis. Oxford University Press, 2013. http://dx.doi.org/10.1093/oxfordhb/9780199733866.013.014.
Full textGames, Prima. The Ultimate Code Book: Cheats and the Cheating Cheaters Who Use Them (Prima Games). Prima Games, 2003.
Find full textBook chapters on the topic "Problematic use of video games"
Offit, Paul A., Anne Snow, Thomas Fernandez, et al. "Video Games, Use of." In Encyclopedia of Autism Spectrum Disorders. Springer New York, 2013. http://dx.doi.org/10.1007/978-1-4419-1698-3_302.
Full textShic, Frederick. "Video Games, Use of." In Encyclopedia of Autism Spectrum Disorders. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-319-91280-6_302.
Full textMartínez, José Luis Estrada, Abraham Sánchez López, and Miguel Angel Jara Maldonado. "On the Use of Ant Colony Optimization for Video Games." In Lecture Notes in Computer Science. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-27060-9_19.
Full textKapustina, L. V., and I. A. Martynova. "Training Employees in the Digital Economy with the Use of Video Games." In Advances in Intelligent Systems and Computing. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-11367-4_44.
Full textCaldwell, Kyrie Eleison H., Scot Osterweil, Carole Urbano, Philip Tan, and Richard Eberhardt. "“I Just Don’t Know Where to Begin”: Designing to Facilitate the Educational Use of Commercial, Off-the-Shelf Video Games." In Serious Games and Edutainment Applications. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-51645-5_27.
Full textO’Neil, Owen, Christos Gatzidis, and Ian Swain. "A State of the Art Survey in the Use of Video Games for Upper Limb Stroke Rehabilitation." In Virtual, Augmented Reality and Serious Games for Healthcare 1. Springer Berlin Heidelberg, 2014. http://dx.doi.org/10.1007/978-3-642-54816-1_18.
Full text"Problematic Internet Use, Online Gambling, Smartphones, and Video Games." In Ethical Challenges in Digital Psychology and Cyberpsychology. Cambridge University Press, 2019. http://dx.doi.org/10.1017/9781108553384.008.
Full textMills, Devin J., Jessica Mettler, Michael J. Sornberger, and Nancy L. Heath. "Adolescent Problematic Gaming and Domain-Specific Perceptions of Self." In Multigenerational Online Behavior and Media Use. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7909-0.ch077.
Full textMi Kim, Sun, and Doug Hyun Han. "Neurobiological Aspects of Problematic Internet and Video Game Use." In Mental Health in the Digital Age. Oxford University Press, 2015. http://dx.doi.org/10.1093/med/9780199380183.003.0004.
Full textMehl-Schneider, Toby, and Shimon Steinmetz. "Video Games as a Form of Therapeutic Intervention for Children with Autism Spectrum Disorders." In Gamification. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch060.
Full textConference papers on the topic "Problematic use of video games"
Valero Solis, Susana. "Identification of phenotypes in video games addiction: a person-centered approach." In 22° Congreso de la Sociedad Española de Patología Dual (SEPD) 2020. SEPD, 2020. http://dx.doi.org/10.17579/sepd2020p093.
Full textCheng, Shuhui Sophy, Shao-Liang Chang, and Chi-Ying Chen. "Problematic Use of Live Video Streaming Services." In ICSCA '19: 2019 8th International Conference on Software and Computer Applications. ACM, 2019. http://dx.doi.org/10.1145/3316615.3316620.
Full textGrinblate, Elizabete. "Tiešsaistes un bezsaistes sadalījums videospēļu kopienās." In LU Studentu zinātniskā konference "Mundus et". LU Akadēmiskais apgāds, 2021. http://dx.doi.org/10.22364/lu.szk.2.rk.07.
Full textRaffe, William L., Fabio Zambetta, and Xiaodong Li. "Evolving patch-based terrains for use in video games." In the 13th annual conference. ACM Press, 2011. http://dx.doi.org/10.1145/2001576.2001627.
Full textAlshanbari, Hamzah, and Raja R. A. Issa. "Use of Video Games to Enhance Construction Management Education." In 2014 International Conference on Computing in Civil and Building Engineering. American Society of Civil Engineers, 2014. http://dx.doi.org/10.1061/9780784413616.265.
Full textMallick, Rohit, David Slayback, Jon Touryan, Anthony J. Ries, and Brent J. Lance. "The use of eye metrics to index cognitive workload in video games." In 2016 IEEE Second Workshop on Eye Tracking and Visualization (ETVIS). IEEE, 2016. http://dx.doi.org/10.1109/etvis.2016.7851168.
Full textAranda, Daniel, and Jordi Sánchez-Navarro. "Understanding the use of video games in non-formal education in Barcelona." In the 2008 International Conference in Advances. ACM Press, 2008. http://dx.doi.org/10.1145/1501750.1501840.
Full textGerling, Kathrin M., Regan L. Mandryk, and Conor Linehan. "Long-Term Use of Motion-Based Video Games in Care Home Settings." In CHI '15: CHI Conference on Human Factors in Computing Systems. ACM, 2015. http://dx.doi.org/10.1145/2702123.2702125.
Full textRito, Pedro Neves. "THE USE AND DEVELOPMENT OF VIDEO GAMES IN THE CLASSROOM: YOU SHOULD CONSIDER IT." In 12th International Conference on Education and New Learning Technologies. IATED, 2020. http://dx.doi.org/10.21125/edulearn.2020.0690.
Full textNichol, Sophie, Elicia Lanham, and Greg Bowtell. "“Games are fun and aren’t just for boys” An Assessment of Female Game Players use and playing habits of Video Games." In 3rd Annual International Conference on Computer Games, Multimedia & Allied Technology. Global Science & Technology Forum, 2010. http://dx.doi.org/10.5176/978-981-08-5480-5_064.
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