Academic literature on the topic 'Video Game Addiction Test'

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Journal articles on the topic "Video Game Addiction Test"

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Asghar, Madiha, and Maryam Noor. "Relationship Between Temperament and Video Game Addiction among Youth." Peshawar Journal of Psychology and Behavioral Sciences (PJPBS) 2, no. 2 (January 5, 2017): 285–98. http://dx.doi.org/10.32879/pjpbs.2016.2.2.285-298.

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The aim of the present study was to explore the association of temperament and video game addiction among video game addicts and video game non addicts in Peshawar. The total sample consisted of eight hundred and twenty-one (n=821) youth with the age range of 13 to 18 years, comprising of one hundred and fifty five (N=155) video game non-addicts and six hundred and seventy-six (n=676) video game addicts. Convenient sampling and non-probability sampling techniques were used for collecting the data from different schools of Peshawar. The video game addicts were differentiated on the basis of cut off score of 70 and above on the measure of problematic video game addictions test. The study compared video game addicts and non-addicts on the scale of Early Revised Adolescents Questionnaire. The findings of the research indicated that video game addicts face more problems related to personality and temperament than the non-video game addicts. Further findings revealed that video game addicts scored high on elements of aggression and depress mood as compared to video game non-addicts. Further research studies are required to explore the positive outcomes of games and the role of teachers and parents in pushing youth towards these technological games so that primary prevention programs and counseling strategies are offered for the negative consequences of video games.
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van Rooij, Antonius J., Tim M. Schoenmakers, Regina J. J. M. van den Eijnden, Ad A. Vermulst, and Dike van de Mheen. "Video Game Addiction Test: Validity and Psychometric Characteristics." Cyberpsychology, Behavior, and Social Networking 15, no. 9 (September 2012): 507–11. http://dx.doi.org/10.1089/cyber.2012.0007.

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Choi, Young-Gun, Kyounghee Chu, and Eun Jung Choi. "The Impact of Video Game Addiction in the Workplace." International Journal of Cyber Behavior, Psychology and Learning 8, no. 2 (April 2018): 1–19. http://dx.doi.org/10.4018/ijcbpl.2018040101.

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There are extensive studies about video game addiction. However, empirical research on this topic in a workplace context is rare. The purpose of this study, is to empirically test how video game addiction affects organizational behaviors and how to attenuate this effect. The SEM analysis of survey data from office workers in South Korea found that both workplace bullying and abusive supervision induces video game addiction in employees, and that employees' video game addiction increases with both work-to-family conflicts and family-to-work conflicts. Furthermore, this study specifically found that the strength of the indirect effect of video game addiction between workplace bullying and work-family conflicts depends on the worker's perceived organizational supports (POS). POS attenuates the negative impacts of workplace bullying and abusive supervision. These results are meaningful because this is the first study to identify the dynamic mediating impact of video game addiction in workplace.
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Guermazi, F., N. Halouani, K. Yaich, R. Ennaoui, S. Chouayakh, J. Aloulou, and O. Amami. "Video and Internet Gaming Addiction Among Young Adults." European Psychiatry 41, S1 (April 2017): S203—S204. http://dx.doi.org/10.1016/j.eurpsy.2017.01.2158.

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IntroductionWith the popularity of high-tech devices and Internet use in recent years, playing online or offline games has become a popular activity, among young adults (YA). However, research suggests that excessive engagement may in extreme cases lead to symptoms commonly experienced by substance addicts.AimsEstimate the prevalence of problematic use of video and Internet games (PUVIG) among YA. Determine the factors associated with it.MethodsA cross-sectional study was carried out during the first half of September 2016. A sample of 69 YA with a high education's level was randomly selected from the general population. Data were collected through a global questionnaire consisted of a sociodemographic part, the Young Internet Addiction Test, the Problem Video Game playing questionnaire, online network game scale and the Perceived Stress Scale.ResultsThe average age was 27.6 years. The majority (70%) reported using video or Internet games. The risk of dependency to online network games involved 10% of game players while the presence of video games use consequences concerning 16%. Gaming addiction was significantly more likely in boys (P = 0.001). The students had more PUVIG than employees (P = 0.036). A link was highlighted with a problematic Internet use (P = 0.008), a facebook addiction (P = 0.001) and high perceived stress level (0.014).ConclusionsPlaying video and Internet games is a widespread activity among YA. The factors potentially involved are inevitably multiple and complex. It supports the need to carefully explore these emerging practices among this vulnerable population and suggest the establishment of better prevention and better tracking of video gaming.Disclosure of interestThe authors have not supplied their declaration of competing interest.
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Indah, Ana Puspita, Indria Laksmi Gamayanti, and Rendra Widyatama. "Efektivitas Pendidikan Kesehatan melalui Media Permainan Ludo terhadap Peningkatan Pengetahuan, Sikap, dan Perilaku Siswa Sekolah Dasar dalam Pencegahan Adiksi Video Game." Berita Kedokteran Masyarakat 32, no. 9 (March 30, 2018): 317. http://dx.doi.org/10.22146/bkm.8462.

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Effectiveness of video game addiction prevention using ludo game for elementary school studentsPurposeThis study aimed to determine the effectiveness of ‘Ludo game’ for increasing knowledge, attitudes, and behaviors of elementary school students concerning video-game addiction.MethodsThe research was a quasi-experimental study with pre and post tests and a control group design. The subjects were 99 elementary school students who were divided into treatment groups (two groups of intervention) and a control group. The data were collected using a questionnaire of knowledge, attitudes and behavior. Data analysis used paired t-test and analysis of variance (ANOVA) with significance level of 95% (p <0.05). ResultsThe characteristics of the study subjects in all three groups before the intervention were normally distributed. Paired t-test results showed that the ludo game and interactive lectures can improve knowledge, attitudes, and behaviors. However, there was no significant difference of knowledge, attitudes, and behaviors through Ludo compared to health education through interactive lectures in health education delivery. ConclusionLudo game and interactive lectures together can effectively improve the knowledge, attitudes, and behavior of elementary school students. Health education through ludo games was no more effective than the interactive lecture methods in increasing the knowledge, attitudes, and behavior of students on the prevention of video-game addictions.
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Millán, Anthony, Moises Mebarak, Martha Martínez-Banfi, Jeyleen Blanco, Daniela Rodríguez, María D'Aubeterre, and Mariano Chóliz. "Estructura del Test de Dependencia a los Videojuegos, relación con el juego, diferencias sexuales y tipologías de dependencia al juego en una muestra colombiana." Revista de Psicopatología y Psicología Clínica 26, no. 1 (April 16, 2021): 57. http://dx.doi.org/10.5944/rppc.27847.

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Structure of the Video Game Dependence Test, relationship with playing, sex differences and typology of gambling dependence in a Colombian sampleAbstract: The objective of this study was to analyze the factorial structure and psychometric properties of the Video Game Dependence Test (TDV; Cholíz & Marco, 2011) in a Colombian sample, its ability to predict weekly game time, as well as differences by sex. The TDV was completed by a sample of 738 participants aged from 16 to 38 years. The factorial structure of the TDV was composed of these factors: impulsive gambling, compulsive gambling, and associated problems, constituting excellent predictors of weekly gambling time. Finally, we found 4 types of Video Game Dependence (DV): occasional gamer without DV, Gamer with DV awareness, Problematic gamer without DV awareness, and Frequent gamer without DV, 2 of which have a problematic relationship with video games.Keywords: Problematic gambling; dependence on videogames; psychological addiction; gamers; play frequency.Resumen: El objetivo del presente estudio fue examinar la estructura factorial y las propiedades psicométricas del Test de Dependencia de Videojuegos (TDV; Cholíz y Marco, 2011) con población colombiana, su capacidad para predecir el tiempo de juego semanal, así como las diferencias en función del sexo. El TDV fue cumplimentado por una muestra de 738 participantes, con edades entre los 16 y los 38 años. La estructura factorial de la TDV estaba compuesta por los siguientes factores: juego impulsivo, juego compulsivo y percepción de problemas asociados, los cuales fueron excelentes predictores del tiempo de juego semanal. Finalmente, encontramos 4 tipos de dependencia a los videojuegos (DV): jugador ocasional sin DV, jugador con conciencia de DV, jugador problemático sin conciencia de DV y jugador frecuente sin DV, de los cuales 2 de ellos tienen una relación problemática con los videojuegos.Palabras clave: Juego problemático; dependencia a los videojuegos; adicción psicológica; video jugadores; frecuencia de juego.
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Hartmann, Tilo, Younbo Jung, and Peter Vorderer. "What Determines Video Game Use?" Journal of Media Psychology 24, no. 1 (January 2012): 19–30. http://dx.doi.org/10.1027/1864-1105/a000059.

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The present study explores the role of intentions, habits, and addictive tendencies in people’s video game use. Although both habits and addictive tendencies may determine higher amounts of video game use, the present study examines whether the impact of habits and addictive tendencies on video game use may also be lower the less users intend to play (indicating a moderating role of intention). To test these assumptions, survey data were collected in two waves (N = 351), measuring causal factors in the first wave and outcomes (subsequent video game use) in the second. Results of mediation analyses reveal a positive impact of both habits and addictive tendencies on video game use that is partly affected by users’ intentions. Furthermore, moderation analyses suggest that the impact of habits, but not of addictive tendencies, on video game use decreases, the less users intend to play. Taken together, these findings suggest that users’ video game habits, addictive tendencies, and intentions jointly determine video game use.
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Jiménez-Murcia, Susana, Fernando Fernández-Aranda, Roser Granero, Mariano Chóliz, Melania La Verde, Eugenio Aguglia, Maria S. Signorelli, et al. "Video Game Addiction in Gambling Disorder: Clinical, Psychopathological, and Personality Correlates." BioMed Research International 2014 (2014): 1–11. http://dx.doi.org/10.1155/2014/315062.

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Objective. We studied the prevalences of video game use (VGU) and addiction (VGA) in gambling disorder (GD) patients and compared them with subjects with non-video game use (non-VGU) in relation to their gambling behavior, psychopathology, and personality characteristics.Method. A sample of 193 GD patients (121 non-VGU, 43 VGU, and 29 VGA) consecutively admitted to our pathological gambling unit participated in the study.Assessment. Measures included the video game dependency test (VDT), symptom checklist-90-revised, and the temperament and character inventory-revised, as well as a number of other GD indices.Results. In GD, the observed prevalence of VG (use or addiction) was 37.3% (95% CI:30.7%÷44.3),VGU 22.3% (95% CI:17.0%÷28.7), and VGA 15% (95% CI:10.7%÷20.7). Orthogonal polynomial contrast into logistic regression showed positive linear trends for VG level and GD severity and other measures of general psychopathology. After structural equation modeling, higher VG total scores were associated with younger age, general psychopathology, and specific personality traits, but not with GD severity. Patients’ sex and age were involved in the mediational pathways between personality traits and VG impairment.Conclusions. GD patients with VG are younger and present more dysfunctional personality traits, and more general psychopathology. The presence of VG did not affect the severity of GD.
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Instr. Angham T. Saleh J. "Using Wordscapes Game as a Tool to Develop EFL Learners’ Vocabulary Repertoire." journal of the college of basic education 25, no. 105 (December 1, 2019): 129–47. http://dx.doi.org/10.35950/cbej.v25i105.4793.

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The most vital part of our lives nowadays is technology. It has changed our lives in many ways. It makes life well-situated for us. At the present time, young people are more expected to be seen playing video games. Some assume that movies, TV, and video games are a bad influence on kids, and they hold responsible on these media for causing different problems. Supposed negative effects such as addiction, increased aggression, and various health consequences such as obesity and repetitive strain injuries tend to get far more media coverage than the positives. While there are some negatives on playing video games, there’s no denying that they stop us from getting outside. There are also some benefits. Surprisingly, playing video games can help our physical, mental, and emotional health. A growing number of researchers believed that if used in the right way, video and computer games have the potential to inspire learning. And they can help players improve organization and visual skills. Thus, when learning is channeled into an enjoyable game, they are very often willing to invest considerable time and effort in playing it. Moreover, in view of diverse learning styles and preferences the students display, benefits from games seem to cater for everyone as learners find playing activities much richer language studying work than doing other kinds of practice. If games are properly designed, they may become an excellent and essential part of a learners’ learning programme. On the other hand, it is noteworthy that games like any other activity or tool can be overused when exploited too much so that the motivating element disappears rapidly. ABSTRACT Playing games such as puzzle games, word search, crosswords, mix and matching, scrabble, etc. are brain motivating problems that test one’s creativity. These games increase brain power which makes them a proper choice for use in educational purposes besides just providing mere entertainment. They educate, improve your intelligence proportion, improve your cognitive ability, improve your concentration, develop motor skills, improve your problem solving skills, improve productivity and can improve your social skills. The most preferred game at the moment is the game developed by People Fun! named “WordScapes”. The game starts with easy puzzles and becomes challenging. There are over 800 puzzles in this game which is really astonishing. Despite the fact that, the developers call it up-to-the-minute word game, it’s quite regular word games. In addition, not too much only one of its kind like Alpha Swipe or Under a Spell. But, it’s really pleasurable and one of the most addicting word puzzle game. In addition to the distraction significance of games, they have great didactic latent. Games exclusively intended to deal with a specific problem such as developing learners’ vocabulary repertoire or teach a specific skill have been very successful, in particular because they are motivating, engaging, interactive, and provide rewards and strengthening to improve.
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Azhari, Ahmad, and Ajie Kurnia Saputra Swara. "K-Nearest Neighbor Classification for Detection of The Effect of Game Addiction on Cognitive Activity in The Late Adolescent Phase based on Brainwave Signals." Signal and Image Processing Letters 1, no. 2 (July 19, 2019): 46–62. http://dx.doi.org/10.31763/simple.v1i2.5.

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World Health Organization (WHO) has determined that Gaming disorder is included in the International Classification of Diseases (ICD-11). The behavior of playing digital games included in the Gaming disorder category is characterized by impaired control of the game, increasing the priority given to the game more than other activities insofar as the game takes precedence over other daily interests and activities, and the continuation or improvement of the game despite negative consequences. The influence of video games on children's development has always been a polemic because in adolescence not only adopts cognitive abilities in learning activities, but also various strategies related to managing activities in learning, playing and socializing to improve cognitive abilities. Therefore, this research was conducted to analyze the cognitive activity of late teens in learning and playing games based on brainwave signals and to find out the impact of games on cognitive activity in adolescents. Prediction of the effect of the game on cognitive activity will be done by applying Fast Fourier Transform for feature extraction and K-Nearest Neighbor for classification. The results of the expert assessment showed the percentage of respondents with superior cognitive category but game addiction was 63.3% and respondents with cognitive categorization were average but were addicted by 36.6%. The percentage of accuracy produced by the system shows 80% in games and cognitive by using k values of 1, 6, and 7. The correlation test results show a percentage of 0.089, so it is concluded that there is no influence of the game on cognitive activity in late adolescents.
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Dissertations / Theses on the topic "Video Game Addiction Test"

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LEMOS, Igor Lins. "Dependência de jogos eletrônicos: adaptação transcultural, validação e aferição de fidedignidade das versões brasileiras da game addiction scale e do video game addiction test." Universidade Federal de Pernambuco, 2015. https://repositorio.ufpe.br/handle/123456789/15617.

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Submitted by Haroudo Xavier Filho (haroudo.xavierfo@ufpe.br) on 2016-03-02T19:23:13Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) TESE - Igor Lemos [Versão final].pdf: 11760788 bytes, checksum: 3f3213494a7f23b54a947d5aec824760 (MD5)
Made available in DSpace on 2016-03-02T19:23:13Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) TESE - Igor Lemos [Versão final].pdf: 11760788 bytes, checksum: 3f3213494a7f23b54a947d5aec824760 (MD5) Previous issue date: 2015-08-21
Os jogos eletrônicos são uma forma contemporânea de mídia, que possuem uma estética própria e demandam estratégias em tempo real. Vários benefícios são relacionados a este usufruto, sendo alguns deles a aprendizagem de línguas estrangeiras e a interação em grupo. Em paralelo, o Manual de Diagnóstico e Estatístico dos Transtornos Mentais - 5ª edição (DSM-5) inseriu, na sua última edição, o transtorno do jogo pela Internet. Credita-se uma estimada importância em pesquisar este tema, considerando que uma parcela da população mundial esteja apresentando sinais desta dependência. Porém, um dos problemas para a compreensão desta possível adição é a falta de uniformidade nos critérios de diagnóstico que mensurem este fenômeno. A validação de uma ferramenta que sirva a esse fim poderá contribuir para que profissionais da área da saúde mental possam compreender e avaliar a dependência de jogos eletrônicos em adultos. A hipótese do estudo foi verificar se a Game Addiction Scale (GAS) e o Video Game Addiction Test (VAT) são instrumentos seguros e válidos para mensurar a dependência de jogos eletrônicos em adultos brasileiros. O objetivo do estudo foi adaptar os instrumentos GAS e o VAT para serem usados em usuários brasileiros adultos de jogos eletrônicos e testar suas propriedades psicométricas em uma amostra de adultos universitários. O capítulo de material e métodos revelou o processo de validação e suas etapas, o tipo de estudo, o procedimento de coleta e análise de dados e os procedimentos éticos da pesquisa. No capítulo de resultados há um manuscrito, o “Validity and reliability assessment of the Brazilian version of the Game Addiction Scale (GAS)”. Outros cinco artigos, já publicados, encontram-se no apêndice: “Comorbidade entre dependência de jogos eletrônicos e depressão: uma revisão sistemática”, “Neuroimagem na dependência de jogos eletrônicos: uma revisão sistemática”, “Internet and video game addictions: a cognitive behavioral approach”, “Avaliação da equivalência semântica e consistência interna da Game Addiction Scale (GAS): versão em português” e o “Cross-cultural adaptation and evaluation of the psychometric properties of the Brazilian version of the Video Game Addiction Test”. O processo de adaptação transcultural e semântica da GAS e da VAT demonstrou um ótimo nível de compreensão dos participantes, sendo realizadas poucas alterações nas terminologias e estruturas de sintaxe. Os instrumentos evidenciaram um alto nível de consistência interna e uma alta correlação entre eles; a GAS e a VAT obtiveram moderada correlação com o Inventário Beck de Depressão (BDI) e o Internet Addiction Test (IAT) e moderada à baixa correlação com a Escala de Fobia Social de Liebowitz (LSAS). Outros pontos relevantes na validação da GAS e da VAT é que ambos apresentaram uma satisfatória estabilidade temporal. Sugere-se, para futuros estudos, que os mesmos instrumentos sejam aplicados para diferentes populações, com um intervalo de reteste menor (uma a duas semanas) e que seja avaliada uma melhor solução fatorial, assim como a determinação de pontos de corte para a classificação de níveis sintomatológicos da GAS e da VAT.
Video games are a contemporary form of media, which have their own aesthetic and require real-time strategies. Several benefits are related to this usufruct, some of which are foreign language learning and group interaction. In parallel, the Diagnostic and Statistical Manual of Mental Disorders - 5th Edition (DSM-5) inserted, in its latest edition, the Internet gaming disorder. It is credited an estimated value in researching this topic, considering that part of the world's population is showing signs of this addiction. But one of the problems to understanding this possible addiction is the lack of uniformity in diagnostic criteria that measure this phenomenon. The validation of a tool that serves for this purpose can contribute to mental health professionals to understand and evaluate the video game addiction in adults. The hypothesis of the study was to determine whether the Game Addiction Scale (GAS) and the Video Game Addiction Test (VAT) are safe and valid instruments to measure the video game addiction in Brazilian adults. The objective was to adapt the instruments GAS and VAT to be used in Brazilian adults gamers and test its psychometric properties in a sample of university adults. The chapter of material and methods revealed the validation process and its stages, the type of study, the data collect and analysis procedures and ethical research procedures. In the chapter of results there is one manuscript, the “Validity and reliability assessment of the Brazilian version of the Game Addiction Scale (GAS)”. Other five articles, already published, are at the appendix: “Comorbidade entre dependência de jogos eletrônicos e depressão: uma revisão sistemática”, “Neuroimagem na dependência de jogos eletrônicos: uma revisão sistemática”, “Internet and video game addictions: a cognitive behavioral approach”, “Avaliação da equivalência semântica e consistência interna da Game Addiction Scale (GAS): versão em português” and “Cross-cultural adaptation and evaluation of the psychometric properties of the Brazilian version of the Video Game Addiction Test”. The cultural and semantics adaptation process of the GAS and VAT demonstrated a great level of understanding of the participants, being held a few changes in terminology and syntax structures. The instruments showed a high level of internal consistency and a high correlation between them; the GAS and the VAT achieved moderate correlation with the Beck Depression Inventory (BDI) and the Internet Addiction Test (IAT) and moderate to low correlation with the Liebowitz Social Anxiety Scale (LSAS). Other relevant points in validating the GAS and the VAT are that both showed a satisfactory temporal stability. It is suggested for further studies that these instruments should be applied to different populations with a lower retest interval (one to two weeks) and that a better factor solution should be assessed, and determining cut-off points for symptom classification levels of the GAS and the VAT.
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Chukwu, Leonard O., and Yazhini Ramaswamy. "Differentiating Video Game Addiction from Other High-Level Engagements Among Adult Players." Thesis, Högskolan Dalarna, Institutionen för information och teknik, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:du-37742.

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This study focused on the behaviours of adult video game players in the context of positive and negative effects of video games, to accurately differentiate video game addicts from highly engaged and non-addicted players. To accomplish this, we adopted the Problematic Video Game Playing Test (PVGT) to measure the components of addiction and Flow Short Scale (FSS) to measure high-level engagement. This is a concept which has been lost in the previous studies, setting the current study apart from other studies which were primarily concerned with investigating the negative impact of video games on its players. To get the data needed for this study, we conducted an online survey with a 40-item questionnaire which included demographic information of the respondents, gaming experience and behavioural components of flow and addiction. We were able to attract 80 adult video game players to participate in the study. Our findings showed that 60% of these 80 adult video game players were not addicted, 34% were highly engaged while 6% of the players were addicted. These findings helped us to infer that not all highly engaged video game players are addicted. Furthermore, most of the addicted players were players who have been playing video games for a long time.
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Weissman, 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.

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Ahlstrom, A. Michelle Elton. "Marital Satisfaction among Married Couples in which One or Both Members Play a Massively Multiplayer Online Role-Playing Game (MMORPG)." BYU ScholarsArchive, 2009. https://scholarsarchive.byu.edu/etd/1761.

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The purpose of this study was to gain a better understanding of the gaming behaviors of married individuals and couples who play Massively Multiplayer Online Role-Playing Game(s) (MMORPGs) including gaming addiction, time spent gaming, satisfaction in gaming participation, gaming interaction (between joint gaming spouses), and socio-demographic variables and the subsequent marital satisfaction levels of both individuals in the couple. Hypotheses were generally supported, excluding the hours spent gaming. 685 couples were separated and analyzed according to whether both individuals in the marriage gamed or just one individual gamed (couple-gaming type). Couples in which only one individual gamed (individual-gamer couples) had significantly lower marital satisfaction than all other groups and couples in which both gamed about the same amount of time (equal-gamers) held the highest marital satisfaction of the groups. Prediction models of marital satisfaction were determined for each couple-gaming type. The strongest predictions present in most of the models for marital satisfaction were the frequency that the couple retired to bed at the same time and the frequency that the couple quarreled specifically about gaming. Much MMORPG research has been presented on youth and adults, however to date there is no research on married gamers. Recent research on the video game habits of emerging adults called for further in depth investigation of the implications of video game use in the family formation stage of life.
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Langley, Alex. "Correlates of Video Game Addiction." Thesis, University of North Texas, 2010. https://digital.library.unt.edu/ark:/67531/metadc33181/.

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Video game addiction often leads to a tremendous burden on those afflicted with the condition, draining their time, resources, and life away until they have nothing left. To further elucidate the problem of video game addiction, the current research examines the level of video game addiction of 111 participants, along with their motivation for their addictive behaviors, the quality of life of addicted individuals, and possible relations between video game addiction and other forms of addiction. Results of the current research indicate a correlation between addictive video game use and depression, alcohol use, a desire for escapism, a need for social interaction, and lack of self-control. The results of a multiple regression indicate that, amongst the various research factors, depression is the factor with the most significant link to addictive video game use, implying a dangerous correlation between mental health and an addictive behavior that some erroneously disqualify as a true addiction.
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Farmer, Steven. "Video game 'addiction' : a new clinical disorder?" Thesis, University of Leicester, 2011. http://hdl.handle.net/2381/9887.

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The aim of the present literature review was to critically appraise the most recent research in the field of gaming „addiction‟. Eighteen papers were selected from a literature search of prominent databases published between 2005 and 2010 and included „gaming‟ and „addiction‟ as the focal point. The papers explored several themes including: prevalence, time spent, individual traits, „addictive‟ potential of games, consequences of play and the concept of addiction. Current research paid scant attention to contextual factors and clinical assertions were made based on limited evidence. It was recommended that future studies synthesise the diverse subjects under investigation using different methodologies in order to create a holistic picture of gaming. The current study sought to understand the experiences of gamers who had encountered difficulty and to learn how these participants related to the activity and the feasibility of gaming „addiction‟. The aim was to offer a new insight into a poorly understood group. Seven adult male console gamers were recruited through online message boards and personal referral and interviewed using a loosely structured schedule. Interpretative Phenomenological Analysis (IPA) was used to develop the themes of: love of gaming, illusion, goal-directed behaviour, game crazy, derision and self-help. A label of gaming „addiction‟, particularly for adult console gamers was considered to be unsuitable. For these participants, they did not appear to fulfill the core criteria of „addiction‟. Limitations of the current study included: self-sampling, poor response rate, and the use of face to face interviews. Research with children and adult gamers was recommended that did not emphasise the word „problem „and used online interview techniques. Intervention delivered via technology was suggested, as was the possibility of information sheets for clinicians to improve their understanding of gaming. The critical appraisal contained reflections of the experience of conducting a small scale piece of research.
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Barnet, Joseph. "Exploring the Relationship Between Religiousness and Video Game Addiction." Digital Commons @ East Tennessee State University, 2019. https://dc.etsu.edu/etd/3641.

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Religiousness has been shown to have an inverse relationship with at least some types of addiction. The present study examined whether intrinsic religiousness predicts substance addiction and video game addiction in a sample of participants that included mostly undergraduate students from the Appalachian region, as well as some participants surveyed with the use of social media advertisements. Intrinsic religiousness has been defined as internalizing the tenets of one’s faith. Participants self-reported their religiousness using the Religious Surrender and Attendance Scale – 3 (RSAS-3), which has been shown to measure intrinsic religiousness. Religiousness as measured by the RSAS-3 predicted lower levels of substance use addiction. Statistical significance was not found for the relationship between religiousness and video game addiction. The present study extends findings regarding religiousness and addiction but future research should also take into account different theological and denominational beliefs and commitments related to health outcomes.
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Works, Z., B. Massey, J. McPeek, Andrea D. Clements, and Joseph Barnet. "Exploring the Relationship Between Religiousness and Video Game Addiction." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/etsu-works/7630.

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McBroom, Evan S. "An Examination of Correlates of Video Game and Internet Addiction." University of Toledo / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1365086721.

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Collie, Christin N., and Meredith K. Ginley. "What Are You Really Asking? Readability of Video Game Addiction Measures." Digital Commons @ East Tennessee State University, 2020. https://dc.etsu.edu/etsu-works/8898.

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Books on the topic "Video Game Addiction Test"

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Shavaun, Scott P., ed. Game addiction: The experience and the effects. Jefferson, N.C: McFarland & Company, 2009.

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Romo, Lucia. La dépendance aux jeux vidéo et à Internet. Paris: Dunod, 2012.

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Control the controller: Understanding and resolving video game addiction. [Middlesex]: Free Publishing Limited, 2014.

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Cyber junkie: Escape the gaming and internet trap. Center City, Minn: Hazelden, 2010.

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McQuade, Samuel C. Internet addiction and online gaming. Edited by Gentry Sarah, Colt James P, and Rogers Marcus K. New York: Chelsea House, 2011.

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Unplugged: My journey into the dark world of video game addiction. Deerfield Beach, FL: Health Communications, 2010.

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Death by video game: Tales of obsession from the virtual frontline. London: Serpent's Tail, 2015.

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Kyosa rŭl wihan keim chungdok hilling kaidŭ: Addicted to the game healing guide. Kyŏnggi-do P'aju-si: Idam Books, 2013.

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Perotti, Giovanni, ed. Sega Mega Drive Game Secrets: Strategie e Segreti, Volume 2. Via Rosellini, Milano, Italy: Jackson Libri, 1993.

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Perotti, Giovanni, ed. Sega Mega Drive Game Secrets: Strategie e Segreti, Volume 3. Via Rosellini, Milano, Italy: Jackson Libri, 1993.

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Book chapters on the topic "Video Game Addiction Test"

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Nielsen, Rune K. L., and Daniel Kardefelt-Winther. "Helping Parents Make Sense of Video Game Addiction." In Video Game Influences on Aggression, Cognition, and Attention, 59–69. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95495-0_5.

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Hussain, Ali, Ding Hooi Ting, Helmut Hlavacs, and Amir Zaib Abbasi. "In-Game Virtual Consumption and Online Video Game Addiction: A Conceptual Model." In Lecture Notes in Computer Science, 210–18. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-77277-2_17.

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Pontes, Halley M. "Making the Case for Video Game Addiction: Does It Exist or Not?" In Video Game Influences on Aggression, Cognition, and Attention, 41–57. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95495-0_4.

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Groves, Christopher L., Jorge A. Blanco-Herrera, Sara Prot, Olivia N. Berch, Shea McCowen, and Douglas A. Gentile. "What is Known About Video Game and Internet Addiction After DSM-5." In The Wiley Handbook of Psychology, Technology, and Society, 502–13. Chichester, UK: John Wiley & Sons, Ltd, 2015. http://dx.doi.org/10.1002/9781118771952.ch29.

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Salvador-Ullauri, Luis, Patricia Acosta-Vargas, Janio Jadán-Guerrero, Cesar Guevara, Sandra Sanchez-Gordon, Tania Calle-Jimenez, and Patricio Lara-Alvarez. "Development of an Accessible Video Game to Improve the Understanding of the Test of Honey-Alonso." In Advances in Intelligent Systems and Computing, 289–98. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-20040-4_26.

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Choi, Young-Gun, Kyounghee Chu, and Eun Jung Choi. "The Impact of Video Game Addiction in the Workplace." In Occupational Stress, 43–64. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-0954-8.ch003.

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There are extensive studies about video game addiction. However, empirical research on this topic in a workplace context is rare. The purpose of this study, is to empirically test how video game addiction affects organizational behaviors and how to attenuate this effect. The SEM analysis of survey data from office workers in South Korea found that both workplace bullying and abusive supervision induces video game addiction in employees, and that employees' video game addiction increases with both work-to-family conflicts and family-to-work conflicts. Furthermore, this study specifically found that the strength of the indirect effect of video game addiction between workplace bullying and work-family conflicts depends on the worker's perceived organizational supports (POS). POS attenuates the negative impacts of workplace bullying and abusive supervision. These results are meaningful because this is the first study to identify the dynamic mediating impact of video game addiction in workplace.
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King, Daniel L., and Paul H. Delfabbro. "Video game addiction." In Adolescent Addiction, 185–213. Elsevier, 2020. http://dx.doi.org/10.1016/b978-0-12-818626-8.00007-4.

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King, Daniel L., Paul H. Delfabbro, and Mark D. Griffiths. "Video Game Addiction." In Principles of Addiction, 819–25. Elsevier, 2013. http://dx.doi.org/10.1016/b978-0-12-398336-7.00082-6.

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GRIFFITHS, MARK. "INTERNET AND VIDEO-GAME ADDICTION." In Adolescent Addiction, 231–67. Elsevier, 2008. http://dx.doi.org/10.1016/b978-012373625-3.50010-3.

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Elliott, Luther, Geoffrey Ream, and Elizabeth McGinsky. "Video Game Addiction: User Perspectives." In Critical Perspectives on Addiction, 225–43. Emerald Group Publishing Limited, 2012. http://dx.doi.org/10.1108/s1057-6290(2012)0000014014.

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Conference papers on the topic "Video Game Addiction Test"

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Boltovskaya, A. V. "CONCEPTUAL METAPHOR «VIDEO GAME ADDICTION IS STORM» IN THE TEXT OF A BOOK ON VIDEO GAME." In ACTUAL PROBLEMS OF LINGUISTICS AND LITERARY STUDIES. Publishing House of Tomsk State University, 2020. http://dx.doi.org/10.17223/978-5-94621-901-3-2020-24.

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Monasterio, Stefany, Diego Fuentealba, Jose Alejandro Perez, Eduardo Viera, Carolina Lagos, and Raul Carrasco. "Video Game Addiction: Consequences and Treatments." In 2021 IEEE International Conference on Automation/XXIV Congress of the Chilean Association of Automatic Control (ICA-ACCA). IEEE, 2021. http://dx.doi.org/10.1109/icaacca51523.2021.9465195.

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Emma, Todd. "Consequences and Responsibilities of Video Game Addiction." In Annual International Conferences on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2008. http://dx.doi.org/10.5176/978-981-08-8227-3_cgat08-34.

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Vammen, Chris, and Jennifer Perkins. "An Unobserved Societal Issue, Video Game Addiction in the 21st Century." In 2007 IEEE International Symposium on Technology and Society. IEEE, 2007. http://dx.doi.org/10.1109/istas.2007.4362237.

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Gil, Rosa Maria, and Joan Arnedo-Moreno. "Designing an activity to help reflect on "Healthy Engagement vs Video Game Addiction"." In TEEM'20: Eighth International Conference on Technological Ecosystems for Enhancing Multiculturality. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3434780.3436607.

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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.

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Background and objectives. Video game addiction (VGA) is characterized by a pattern of impaired control gaming behavior, prioritizing gaming over other daily activities and responsibilities. The rapid increases of the VGA rates worldwide advice the urge of new studies focused on examining the existence of differences in the phenotype of patients treatment-seeking due the problematic video game use. Method. Sample comprised n=107 participants recruited at the Pathological Gambling Outpatients Unit of the Bellvitge University Hospital (Barcelona). Mean age was 24.1 yrs-old (SD=10). Most participants were men (91.6%), single (88.8%) and into mean-low to low social position indexes (84.1%). Two-step clustering analysis explored empirical latent groups based on a broad set of indicators, including sociodemographic, psychopathological state and personality traits. Results. Two exclusive groups emerged. Cluster 1 (labeled as moderate maladaptative functioning, n=72, 66.1%), was composed mainly by single, unemployed men, with the younger age of onset, the earlier onset of the video game problematic use, the shorter progression of the problems, better psychopathological state and more functional personality traits. Cluster 2 (labeled as severe maladaptative functioning, n=35, 32.7%), included a higher proportion of not-single and employed women, with an older age, a later onset and a longer duration of the video game related problems, worse psychopathological state and more dysfunctional personality profile. Conclusion. VGA is a heterogeneous group with regard to gambling phenotypes. The identification of the diverse latent classes provide empirical evidence contributing to the conceptualization of this behavioral addition, as well as for developing reliable and valid screening tools and effectiveness intervention plans focused on the precise characteristics of the patients.
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Unknown. "Study on the brainwave-based alarming system to prevent children's video & internet game addiction." In ACM SIGGRAPH 2008 posters. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1400885.1400987.

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Politowski, Cristiano, Fabio Petrillo, and Yann-Gael Gueheneuc. "A Survey of Video Game Testing." In 2021 IEEE/ACM International Conference on Automation of Software Test (AST). IEEE, 2021. http://dx.doi.org/10.1109/ast52587.2021.00018.

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Salvatore Bonfiglio, Natale, Roberta Renati, Sabrina Costa, Dolores Rollo, Francesco Sulla, and Maria Pietronilla Penna. "An exploratory study on the relationship between video game addiction and the constructs of coping and resilience." In 2020 IEEE International Symposium on Medical Measurements and Applications (MeMeA). IEEE, 2020. http://dx.doi.org/10.1109/memea49120.2020.9137115.

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Guzdial, Matthew, Boyang Li, and Mark O. Riedl. "Game Engine Learning from Video." In Twenty-Sixth International Joint Conference on Artificial Intelligence. California: International Joint Conferences on Artificial Intelligence Organization, 2017. http://dx.doi.org/10.24963/ijcai.2017/518.

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Intelligent agents need to be able to make predictions about their environment. In this work we present a novel approach to learn a forward simulation model via simple search over pixel input. We make use of a video game, Super Mario Bros., as an initial test of our approach as it represents a physics system that is significantly less complex than reality. We demonstrate the significant improvement of our approach in predicting future states compared with a baseline CNN and apply the learned model to train a game playing agent. Thus we evaluate the algorithm in terms of the accuracy and value of its output model.
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