Journal articles on the topic 'Problematic use of video games'
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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 textGallimberti, Luigi, Alessandra Buja, Sonia Chindamo, et al. "Problematic Use of Video Games and Substance Abuse in Early Adolescence: A Cross-sectional Study." American Journal of Health Behavior 40, no. 5 (2016): 594–603. http://dx.doi.org/10.5993/ajhb.40.5.6.
Full textCabeza-Ramírez, Luis Javier, Guzmán Antonio Muñoz-Fernández, and Luna Santos-Roldán. "Video Game Streaming in Young People and Teenagers: Uptake, User Groups, Dangers, and Opportunities." Healthcare 9, no. 2 (2021): 192. http://dx.doi.org/10.3390/healthcare9020192.
Full textRothmund, Tobias, Christoph Klimmt, and Mario Gollwitzer. "Low Temporal Stability of Excessive Video Game Use in German Adolescents." Journal of Media Psychology 30, no. 2 (2018): 53–65. http://dx.doi.org/10.1027/1864-1105/a000177.
Full textKing, Daniel L., Paul H. Delfabbro, and Mark D. Griffiths. "Clinical Interventions for Technology-Based Problems: Excessive Internet and Video Game Use." Journal of Cognitive Psychotherapy 26, no. 1 (2012): 43–56. http://dx.doi.org/10.1891/0889-8391.26.1.43.
Full textTrépanier-Jobin, Gabrielle. "Toward a Foucauldian Genealogy of Video Game (Pre)history." International Public History 4, no. 1 (2021): 25–34. http://dx.doi.org/10.1515/iph-2021-2022.
Full textU. Bicholkar, Abhishek, Amit Dias, and Von Mascarenhas. "Prevalence of problematic online gaming among undergraduate medical students and its relation to well-being, self-esteem and depressive mood in Goa, India." International Journal Of Community Medicine And Public Health 6, no. 3 (2019): 1133. http://dx.doi.org/10.18203/2394-6040.ijcmph20190598.
Full textCudo, Andrzej, Tomasz Misiuro, Mark D. Griffiths, and Małgorzata Torój. "The Relationship Between Problematic Video Gaming, Problematic Facebook Use, and Self-Control Dimensions Among Female and Male Gamers." Advances in Cognitive Psychology 16, no. 3 (2020): 248–67. http://dx.doi.org/10.5709/acp-0301-1.
Full textPark, Jeong Hye, and Minjung Park. "Smartphone use patterns and problematic smartphone use among preschool children." PLOS ONE 16, no. 3 (2021): e0244276. http://dx.doi.org/10.1371/journal.pone.0244276.
Full textChacón-Cuberos, Ramón, Félix Zurita-Ortega, José Luis Ubago-Jiménez, Gabriel González-Valero, and Manuel Castro-Sánchez. "Association of Motivational Climate With Addictive Behaviors Depending on Type of Sport in University Students: Structural Equation Analysis." SAGE Open 9, no. 3 (2019): 215824401986607. http://dx.doi.org/10.1177/2158244019866079.
Full textScully-Blaker, Rainforest. "Working on and at Play." Digital Culture & Society 5, no. 2 (2019): 41–60. http://dx.doi.org/10.14361/dcs-2019-0204.
Full textOrtiz de Gortari, A. "Factors Underlying Distressful and Recurrent Hallucinations, Perceptual Distortions, Dissociations and Impulses Associated with Playing Video Games." European Psychiatry 41, S1 (2017): S263—S264. http://dx.doi.org/10.1016/j.eurpsy.2017.02.077.
Full textBleakley, Amy, Morgan Ellithorpe, and Daniel Romer. "The Role of Parents in Problematic Internet Use among US Adolescents." Media and Communication 4, no. 3 (2016): 24–34. http://dx.doi.org/10.17645/mac.v4i3.523.
Full textRodríguez Rodríguez, Mónica, and Francisca María García Padilla. "El uso de videojuegos en adolescentes. Un problema de Salud Pública." Enfermería Global 20, no. 2 (2021): 557–91. http://dx.doi.org/10.6018/eglobal.438641.
Full textKhazaal, Yasser, Sophia Achab, Joel Billieux, et al. "Factor Structure of the Internet Addiction Test in Online Gamers and Poker Players." JMIR Mental Health 2, no. 2 (2015): e12. http://dx.doi.org/10.2196/mental.3805.
Full textKircaburun, Kagan, Sabah Balta, Emrah Emirtekin, Şule Betül Tosuntas, Zsolt Demetrovics, and Mark D. Griffiths. "Compensatory Usage of the Internet: The Case of Mukbang Watching on YouTube." Psychiatry Investigation 18, no. 4 (2021): 269–76. http://dx.doi.org/10.30773/pi.2019.0340.
Full textSchmidt, Gerald, Michelle Valdez, Maureen Farrell, Frank Bishop, Warren P. Klam, and Andrew P. Doan. "Behaviors Associated with Internet Use in Military Medical Students and Residents." Military Medicine 184, no. 11-12 (2019): 750–57. http://dx.doi.org/10.1093/milmed/usz043.
Full textCudo, Andrzej, Marcin Wojtasiński, Przemysław Tużnik, Mark D. Griffiths, and Emilia Zabielska-Mendyk. "Problematic Facebook use and problematic video gaming as mediators of relationship between impulsivity and life satisfaction among female and male gamers." PLOS ONE 15, no. 8 (2020): e0237610. http://dx.doi.org/10.1371/journal.pone.0237610.
Full textRehbein, Florian, and Dirk Baier. "Family-, Media-, and School-Related Risk Factors of Video Game Addiction." Journal of Media Psychology 25, no. 3 (2013): 118–28. http://dx.doi.org/10.1027/1864-1105/a000093.
Full textGeorge, Sanju, and Mark D. Griffiths. "Gaming disorder: what doctors need to know." British Journal of Hospital Medicine 81, no. 8 (2020): 1–6. http://dx.doi.org/10.12968/hmed.2020.0181.
Full textDe Pasquale, Concetta, Federica Sciacca, Valentina Martinelli, Matteo Chiappedi, Carmela Dinaro, and Zira Hichy. "Relationship of Internet Gaming Disorder with Psychopathology and Social Adaptation in Italian Young Adults." International Journal of Environmental Research and Public Health 17, no. 21 (2020): 8201. http://dx.doi.org/10.3390/ijerph17218201.
Full textBlasi, Maria Di, Alessandro Giardina, Cecilia Giordano, et al. "Problematic video game use as an emotional coping strategy: Evidence from a sample of MMORPG gamers." Journal of Behavioral Addictions 8, no. 1 (2019): 25–34. http://dx.doi.org/10.1556/2006.8.2019.02.
Full textHashim, Wahidah, Marini Othman, A. Mahmoud Moamin, and Andino Maseleno. "A Gender Specific Survey Assessment of Internet Home-Use in Malaysia." Journal of Computational and Theoretical Nanoscience 17, no. 6 (2020): 2776–80. http://dx.doi.org/10.1166/jctn.2020.8940.
Full textCook, Christine L. "Between a Troll and a Hard Place: The Demand Framework’s Answer to One of Gaming’s Biggest Problems." Media and Communication 7, no. 4 (2019): 176–85. http://dx.doi.org/10.17645/mac.v7i4.2347.
Full textContractor, Ateka A., Nicole H. Weiss, and Jon D. Elhai. "Examination of the Relation Between PTSD Symptoms, Smartphone Feature Uses, and Problematic Smartphone Use." Social Science Computer Review 37, no. 3 (2018): 385–403. http://dx.doi.org/10.1177/0894439318770745.
Full textUndavalli, Vamsi Krishna, Gobburi Sudha Rani, and Jonnalagadda Ravi Kumar. "Prevalence of internet gaming disorder in India: a technological hazard among adolescents." International Journal Of Community Medicine And Public Health 7, no. 2 (2020): 688. http://dx.doi.org/10.18203/2394-6040.ijcmph20200450.
Full textAlbarello, Francisco, Adriana Velasco, Mariángeles Castro Sánchez, Ángela Novoa Echaurren, Victoria Novaro, and Francisco Narbais. "Las dinámicas familiares en torno al videojuego social Fortnite." VI Congreso Internacional de las Relaciones Interpersonales "Desarrollo humano en tiempos de la (re)evolución 4.0" 1, no. 1 (2019): 176–98. http://dx.doi.org/10.26422/icf.20193cong06.alb.
Full textRamírez-Granizo, Irwin Andrés, Félix Zurita Ortega, María Sánchez-Zafra, and Ramón Chacón Cuberos. "Análisis del clima motivacional hacia el deporte y el uso problemático de videojuegos en escolares de Granada (Analysis of the motivational climate towards sport and the problematic use of video games in schoolchildren in Granada)." Retos, no. 35 (October 22, 2018): 255–60. http://dx.doi.org/10.47197/retos.v0i35.62584.
Full textWartberg, Lutz, Levente Kriston, Matthias Zieglmeier, Tania Lincoln, and Rudolf Kammerl. "A longitudinal study on psychosocial causes and consequences of Internet gaming disorder in adolescence." Psychological Medicine 49, no. 2 (2018): 287–94. http://dx.doi.org/10.1017/s003329171800082x.
Full textPatte, Karen A., Wei Qian, and Scott T. Leatherdale. "Predictors of One-Year Change in How Youth Perceive Their Weight." Journal of Obesity 2020 (May 27, 2020): 1–15. http://dx.doi.org/10.1155/2020/7396948.
Full textTopor, David R., Lance P. Swenson, Gina M. Liguori, Anthony Spirito, Elizabeth A. Lowenhaupt, and Jeffrey I. Hunt. "Problematic Video Game Use Scale." Journal of Clinical Psychiatry 72, no. 12 (2011): 1611–15. http://dx.doi.org/10.4088/jcp.11m07040.
Full textGezgin, Deniz Mertkan, and Özlem Çakır. "Analysis of nomofobic behaviors of adolescents regarding various factors." Journal of Human Sciences 13, no. 2 (2016): 2504. http://dx.doi.org/10.14687/jhs.v13i2.3797.
Full textViana, Ricardo B., Rodrigo L. Vancini, Wellington F. Silva, et al. "Comment on: Problematic online gaming and the COVID-19 pandemic – The role of exergames." Journal of Behavioral Addictions 10, no. 1 (2021): 1–3. http://dx.doi.org/10.1556/2006.2021.00014.
Full textCudo, Andrzej, Natalia Kopiś, Paweł Stróżak, and Dariusz Zapała. "Problematic Video Gaming and Problematic Internet Use Among Polish Young Adults." Cyberpsychology, Behavior, and Social Networking 21, no. 8 (2018): 523–29. http://dx.doi.org/10.1089/cyber.2018.0014.
Full textTreglia, Eugenia, Angela Magnanini, and Gianni Caione. "Video Games and Accessibility." International Journal of Digital Literacy and Digital Competence 10, no. 2 (2019): 29–36. http://dx.doi.org/10.4018/ijdldc.2019040103.
Full textJames, Annabelle, and Chris Taylor. "Video Games: Some Pitfalls of Video Evidence." Journal of Criminal Law 69, no. 3 (2005): 264–76. http://dx.doi.org/10.1350/jcla.69.3.264.64783.
Full textRuberg, Bonnie, and Rainforest Scully-Blaker. "Making players care: The ambivalent cultural politics of care and video games." International Journal of Cultural Studies 24, no. 4 (2021): 655–72. http://dx.doi.org/10.1177/1367877920950323.
Full textRochat, Shékina, and Jérôme Armengol. "Career Counseling Interventions for Video Game Players." Journal of Career Development 47, no. 2 (2018): 207–19. http://dx.doi.org/10.1177/0894845318793537.
Full textReinecke, Leonard. "Games and Recovery." Journal of Media Psychology 21, no. 3 (2009): 126–42. http://dx.doi.org/10.1027/1864-1105.21.3.126.
Full textBonnechère, Bruno, Bart Jansen, Lubos Omelina, and Serge Van Sint Jan. "The use of commercial video games in rehabilitation." International Journal of Rehabilitation Research 39, no. 4 (2016): 277–90. http://dx.doi.org/10.1097/mrr.0000000000000190.
Full textQuijano, Johansen. "Video Games and Writing Instruction." International Journal of Gaming and Computer-Mediated Simulations 12, no. 1 (2020): 1–27. http://dx.doi.org/10.4018/ijgcms.2020010101.
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