Academic literature on the topic 'Video Game Addiction Test'
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Journal articles on the topic "Video Game Addiction Test"
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.
Full textvan 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.
Full textChoi, 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.
Full textGuermazi, 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.
Full textIndah, 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.
Full textMillán, 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.
Full textHartmann, 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.
Full textJiménez-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.
Full textInstr. 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.
Full textAzhari, 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.
Full textDissertations / Theses on the topic "Video Game Addiction Test"
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.
Full textMade 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.
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.
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 textAhlstrom, 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.
Full textLangley, Alex. "Correlates of Video Game Addiction." Thesis, University of North Texas, 2010. https://digital.library.unt.edu/ark:/67531/metadc33181/.
Full textFarmer, Steven. "Video game 'addiction' : a new clinical disorder?" Thesis, University of Leicester, 2011. http://hdl.handle.net/2381/9887.
Full textBarnet, Joseph. "Exploring the Relationship Between Religiousness and Video Game Addiction." Digital Commons @ East Tennessee State University, 2019. https://dc.etsu.edu/etd/3641.
Full textWorks, 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.
Full textMcBroom, 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.
Full textCollie, 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.
Full textBooks on the topic "Video Game Addiction Test"
Shavaun, Scott P., ed. Game addiction: The experience and the effects. Jefferson, N.C: McFarland & Company, 2009.
Find full textControl the controller: Understanding and resolving video game addiction. [Middlesex]: Free Publishing Limited, 2014.
Find full textCyber junkie: Escape the gaming and internet trap. Center City, Minn: Hazelden, 2010.
Find full textMcQuade, Samuel C. Internet addiction and online gaming. Edited by Gentry Sarah, Colt James P, and Rogers Marcus K. New York: Chelsea House, 2011.
Find full textUnplugged: My journey into the dark world of video game addiction. Deerfield Beach, FL: Health Communications, 2010.
Find full textDeath by video game: Tales of obsession from the virtual frontline. London: Serpent's Tail, 2015.
Find full textKyosa rŭl wihan keim chungdok hilling kaidŭ: Addicted to the game healing guide. Kyŏnggi-do P'aju-si: Idam Books, 2013.
Find full textPerotti, Giovanni, ed. Sega Mega Drive Game Secrets: Strategie e Segreti, Volume 2. Via Rosellini, Milano, Italy: Jackson Libri, 1993.
Find full textPerotti, Giovanni, ed. Sega Mega Drive Game Secrets: Strategie e Segreti, Volume 3. Via Rosellini, Milano, Italy: Jackson Libri, 1993.
Find full textBook chapters on the topic "Video Game Addiction Test"
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.
Full textHussain, 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.
Full textPontes, 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.
Full textGroves, 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.
Full textSalvador-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.
Full textChoi, 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.
Full textKing, 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.
Full textKing, 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.
Full textGRIFFITHS, MARK. "INTERNET AND VIDEO-GAME ADDICTION." In Adolescent Addiction, 231–67. Elsevier, 2008. http://dx.doi.org/10.1016/b978-012373625-3.50010-3.
Full textElliott, 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.
Full textConference papers on the topic "Video Game Addiction Test"
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.
Full textMonasterio, 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.
Full textEmma, 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.
Full textVammen, 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.
Full textGil, 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.
Full textValero 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 textUnknown. "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.
Full textPolitowski, 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.
Full textSalvatore 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.
Full textGuzdial, 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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