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1

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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Risco Martínez, Sebastián Guillermo, and Mónica De Los Milagros Cassaretto Bardales. "Trastorno de juego por Internet y función parental en estudiantes universitarios." Revista Internacional de Investigación en Adicciones 7, no. 2 (August 16, 2021): 33–40. http://dx.doi.org/10.28931/riiad.2021.2.04.

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Introduction: behavioral addictions, and particularly video game addiction, are showing a notable rise in recent years, which is why the latter is already considered a disorder by the WHO. This disorder has been researched in relation to various variables highlighting the importance of the family context; which is why it´s recommended to delve deeper regarding specific aspects about the role that the relationship between parent and child can have in the development of said addictions. Objective: Analyze the relation between the risk of developing Internet gaming disorder (IGD) and the perception a group of university students have of their parents´ parenting process (maternal and paternal). Method: 94 university students belonging to science faculties from Lima, Perú participated. The Internet Gaming Disorder Test - IGD-20 (Pontes et al., 2014) and the Adolescent Family Process scale - AFP (Vazsonyi et al., 2003) were used. Results: significant associations between both constructs were found in relation to the mother’s parenting, but not with the father´s parenting. It shows a positive correlation between IGD and the perception of support from the mother (r=.24, p
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Ortiz de Gortari, A. "Factors Underlying Distressful and Recurrent Hallucinations, Perceptual Distortions, Dissociations and Impulses Associated with Playing Video Games." European Psychiatry 41, S1 (April 2017): S263—S264. http://dx.doi.org/10.1016/j.eurpsy.2017.02.077.

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IntroductionFailures in cognitive and behavioural inhibition are the core of mental disorders, but they are also part of everyday life. Research on Game Transfer Phenomena (GTP) has shown that images, sounds and thoughts from the game manifest, and involuntary actions toward game-related cues are performed, after playing. GTP is generally not associated with psychopathology, substance use, distress or dysfunction but a small number of gamers reported severe GTP (i.e. different types and frequently).AimUnderstand the underlying factors (e.g. medical conditions, drugs, problematic/gaming addiction) associated with experiencing several episodes of particular GTP (e.g. hallucinations).MethodsA total of 1,782 participants who experienced GTP “many times” or “all the time” was extracted from a larger sample recruited via an online survey. The 20 GTP-related items were categorized into: (i) hallucinations, (ii) distorted perceptions, (iii) dissociations, and (iv) urges/impulses.ResultsPearson's Chi2 test showed that: (i) 18–22-year-olds were more prone to experience several episodes of GTP and females were more susceptible to hallucinations; (ii) all four categories were associated with mental disorders and distress/dysfunction; (iii) drugs were associated with almost all categories with the exception of distorted perceptions; (iv) visual disorders were associated with hallucinations and dissociations; and (v) problematic/gaming addiction was associated with all categories except urges/impulses.ConclusionsThe findings suggest that individuals with mental disorders are more prone to experience several episodes of GTP, which can lead to distress/dysfunction. Substance use appears relevant but not for all manifestations of recurrent GTP. The relation between gaming disorder and GTP requires further investigation.Disclosure of interestThe author has not supplied his/her declaration of competing interest.
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Lemos, Igor Lins, Adriana Cardoso, and Everton Botelho Sougey. "Cross-cultural adaptation and evaluation of the psychometric properties of the Brazilian version of the Video Game Addiction Test." Computers in Human Behavior 55 (February 2016): 207–13. http://dx.doi.org/10.1016/j.chb.2015.09.019.

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Kim, Hodam, Laehyun Kim, and Chang-Hwan Im. "Machine-Learning-Based Detection of Craving for Gaming Using Multimodal Physiological Signals: Validation of Test-Retest Reliability for Practical Use." Sensors 19, no. 16 (August 9, 2019): 3475. http://dx.doi.org/10.3390/s19163475.

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Internet gaming disorder in adolescents and young adults has become an increasing public concern because of its high prevalence rate and potential risk of alteration of brain functions and organizations. Cue exposure therapy is designed for reducing or maintaining craving, a core factor of relapse of addiction, and is extensively employed in addiction treatment. In a previous study, we proposed a machine-learning-based method to detect craving for gaming using multimodal physiological signals including photoplethysmogram, galvanic skin response, and electrooculogram. Our previous study demonstrated that a craving for gaming could be detected with a fairly high accuracy; however, as the feature vectors for the machine-learning-based detection of the craving of a user were selected based on the physiological data of the user that were recorded on the same day, the effectiveness of the reuse of the machine learning model constructed during the previous experiments, without any further calibration sessions, was still questionable. This “high test-retest reliability” characteristic is of importance for the practical use of the craving detection system because the system needs to be repeatedly applied to the treatment processes as a tool to monitor the efficacy of the treatment. We presented short video clips of three addictive games to nine participants, during which various physiological signals were recorded. This experiment was repeated with different video clips on three different days. Initially, we investigated the test-retest reliability of 14 features used in a craving detection system by computing the intraclass correlation coefficient. Then, we classified whether each participant experienced a craving for gaming in the third experiment using various classifiers—the support vector machine, k-nearest neighbors (kNN), centroid displacement-based kNN, linear discriminant analysis, and random forest—trained with the physiological signals recorded during the first or second experiment. Consequently, the craving/non-craving states in the third experiment were classified with an accuracy that was comparable to that achieved using the data of the same day; thus, demonstrating a high test-retest reliability and the practicality of our craving detection method. In addition, the classification performance was further enhanced by using both datasets of the first and second experiments to train the classifiers, suggesting that an individually customized game craving detection system with high accuracy can be implemented by accumulating datasets recorded on different days under different experimental conditions.
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Khazaal, Yasser, Sophia Achab, Joel Billieux, Gabriel Thorens, Daniele Zullino, Magali Dufour, and Stéphane Rothen. "Factor Structure of the Internet Addiction Test in Online Gamers and Poker Players." JMIR Mental Health 2, no. 2 (April 22, 2015): e12. http://dx.doi.org/10.2196/mental.3805.

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Background The Internet Addiction Test (IAT) is the most widely used questionnaire to screen for problematic Internet use. Nevertheless, its factorial structure is still debated, which complicates comparisons among existing studies. Most previous studies were performed with students or community samples despite the probability of there being more problematic Internet use among users of specific applications, such as online gaming or gambling. Objective To assess the factorial structure of a modified version of the IAT that addresses specific applications, such as video games and online poker. Methods Two adult samples—one sample of Internet gamers (n=920) and one sample of online poker players (n=214)—were recruited and completed an online version of the modified IAT. Both samples were split into two subsamples. Two principal component analyses (PCAs) followed by two confirmatory factor analyses (CFAs) were run separately. Results The results of principal component analysis indicated that a one-factor model fit the data well across both samples. In consideration of the weakness of some IAT items, a 17-item modified version of the IAT was proposed. Conclusions This study assessed, for the first time, the factorial structure of a modified version of an Internet-administered IAT on a sample of Internet gamers and a sample of online poker players. The scale seems appropriate for the assessment of such online behaviors. Further studies on the modified 17-item IAT version are needed.
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Schmidt, 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 (April 2, 2019): 750–57. http://dx.doi.org/10.1093/milmed/usz043.

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Abstract Introduction Problematic use of video games, social media, and Internet-related activities may be associated with sleep deprivation and poor work performance. The Internet Addiction Test was given to military medical and nursing students and housestaff to assess problematic Internet use. Methods Medical and nursing students at the Uniformed Services University of the Health Sciences and residents from Naval Medical Center San Diego were contacted via email (n = 1,000) and given a survey that included the Internet Addiction Test (IAT) and questions asking about other specific lifestyle variables. Individuals who received an Internet Addiction Score (IAS) ≥50 were identified as likely experiencing harmful effects of Internet addiction (IA). Results Of 399 surveys submitted, 68 were omitted due to gross incompletion or failing to finish the entirety of the IAT. Of the participants included, 205 (61.1%) were male and 125 (37.9%) were female. The mean age was 28.6 years old (S.D. = 5.1 years). In regards to training status, completed surveys were assessed for 94 medical residents, 221 School of Medicine students, and 16 Graduate School of Nursing students. Our survey showed 5.5% of the participants (n = 18) indicated problems with Internet use that are concerning for IA. Conclusions The study results indicated that our population showed problematic Internet use in the lower range of global estimates of IA. Rates of IA further decreased between medical students and residents. Multiple lifestyle variables were significantly associated with IA score and may serve as indicators of a higher score. Interestingly, the use of social media during sleeping hours was most significantly associated with increased IAS. This paper discusses IA among military medical and nursing trainees and how problematic Internet use may affect work performance and force readiness.
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Phuah Rong Yao, Jireh, Viswanath Sundar, and Vinodhkumar Ramalingam. "Predictors of Mobile Video Gaming on Musculoskeletal Pain among University Students in Selangor, Malaysia." Revista Pesquisa em Fisioterapia 11, no. 3 (August 27, 2021): 518–27. http://dx.doi.org/10.17267/2238-2704rpf.v11i3.3916.

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INTRODUCTION: Mobile video gaming among university students has increased rapidly, more than before the COVID-19 pandemic. This is very concerning as this could spark various problems, such as musculoskeletal pain and gaming disorders. OBJECTIVES: The present study is to identify the predictors of mobile video gaming on musculoskeletal pain among university students in Selangor, Malaysia. PARTICIPANTS AND METHODS: This study was conducted online using a self-reported online questionnaire via Google Form and sent to university students in Selangor, Malaysia. Participants' gaming addiction was measured using the Ten Item Internet Gaming Disorder Test (IGDT-10) questionnaire, and the prevalence of musculoskeletal pain was assessed by the Modified Nordic Musculoskeletal Questionnaire (MNMQ). The data was analyzed using SPSS version 25. A descriptive and binomial linear regression test was used to predict the variables. The statistical significance was set at p < 0.05, and odds ratios were calculated with confidence intervals of 95%. RESULTS: The prevalence of Internet Gaming Disorder among university students in Selangor, Malaysia is 1.8% (n=3). The neck region (74.2%) was the most commonly reported body region with musculoskeletal pain, followed by the shoulder region (60.7 %), lower back region (55.8 %), and upper back region (50.9 %). The body position was the only predictor of mobile video gaming with musculoskeletal pain (p = 0.002) in the lower back region. CONCLUSION: According to the findings of this study, the prevalence of Internet Gaming Disorder (IGD) among university students was low and not addicted to gaming in the Covid-19 lockdown. We also found that participants who sat while playing mobile video games were more likely to develop low back pain. However, one of the limiting factors could be prolonged sitting in virtual classes during the lockdown, which causes low back pain.
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Cheng, K. "Video game addiction." Neuropsychiatrie de l'Enfance et de l'Adolescence 60, no. 5 (July 2012): S118. http://dx.doi.org/10.1016/j.neurenf.2012.05.504.

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Dmitriev, Vlad, and Galina Zvezdina. "Features of the impact of digital technologies on young people." E3S Web of Conferences 273 (2021): 10017. http://dx.doi.org/10.1051/e3sconf/202127310017.

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The study of the psychological characteristics of gamers is an actual task for scientists associated with the rapid spread of gadgets, an increase in the number of gamers and the number of people with problems with addictive behavior from video games. The aim of this work is to study personality traits in people with different levels of computer gaming activity. The study involved 162 people aged 18 to 30, of whom 36 were women. The respondents were offered an electronic questionnaire, which included the Leonhard-Smishek Characterological Questionnaire, the adapted Chen Internet addiction scale, the Big Five questionnaire, Osgood's semantic differential, and the Behavioral self-regulation questionnaire. Data analysis was carried out using the Pearson linear correlation coefficient and the Mann-Whitney test. Calculations were performed in IBM SPSS Statistics. The results of people with a high level of dependent behavior are characterized by ambivalence: a low level of self-control and responsibility is combined with the presence of pedantry; a subjective assessment of oneself as a kinder, unselfish and honest person is adjacent to the characterization of oneself as more hostile and callous. The results obtained allowed us to make an assumption about the possibility of dividing the group of addicts into two subgroups: open, extroverted, hyperthymic, talkative people with a high rate of withdrawal syndrome and tolerance; people are introverted, closed, silent, with intrapersonal problems and health problems.
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Mathews, Christine L., Holly E. R. Morrell, and Jon E. Molle. "Video game addiction, ADHD symptomatology, and video game reinforcement." American Journal of Drug and Alcohol Abuse 45, no. 1 (June 6, 2018): 67–76. http://dx.doi.org/10.1080/00952990.2018.1472269.

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Rosenberg, Karen. "Is Video Game Addiction Real?" AJN, American Journal of Nursing 120, no. 8 (August 2020): 48. http://dx.doi.org/10.1097/01.naj.0000694572.02690.e0.

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Van Rooij, Antonius J., Gert-Jan Meerkerk, Tim M. Schoenmakers, Mark Griffiths, and Dike van de Mheen. "Video game addiction and social responsibility." Addiction Research & Theory 18, no. 5 (August 26, 2010): 489–93. http://dx.doi.org/10.3109/16066350903168579.

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Zastrow, Mark. "News Feature: Is video game addiction really an addiction?" Proceedings of the National Academy of Sciences 114, no. 17 (April 25, 2017): 4268–72. http://dx.doi.org/10.1073/pnas.1705077114.

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Bean, Anthony M., Rune K. L. Nielsen, Antonius J. van Rooij, and Christopher J. Ferguson. "Video game addiction: The push to pathologize video games." Professional Psychology: Research and Practice 48, no. 5 (October 2017): 378–89. http://dx.doi.org/10.1037/pro0000150.

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Nugraha, Yudhi Purwa, Awalya Awalya, and Mulawarman Mulawarman. "Predicting Video Game Addiction: The Effects of Composite Regulatory Focus and Interpersonal Competence Among Indonesian Teenagers During COVID-19 Pandemic." Islamic Guidance and Counseling Journal 4, no. 1 (January 31, 2021): 66–77. http://dx.doi.org/10.25217/igcj.v4i1.1199.

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Video game addiction is recognized as a mental health problem caused by uncontrolled access to video gaming platforms. Proper assistance and counseling programs based on the addiction causing factors are required to reduce the tendencies of video game addiction. The study aims to identify the correlation between regulatory focus theory and interpersonal competence towards the tendencies of video game addiction. The study is a type of cross-sectional research with the adapted psychological scales. A total of 136 teenagers, consisting of 86 males and 50 females participated in the survey of self-reported video game addiction. The data were analyzed using multiple regression analysis. The findings revealed that regulatory focus and interpersonal competence simultaneously had a significant effect on the tendencies of video game addiction behavior. The findings of the study can provide the basis to provide proper assistance services, in an attempt to reduce the tendencies of video game addiction among teenagers.
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Choi, Youngkeun. "Corporate Psychopathy and Internet Video Game Addiction in the Workplace." International Journal of Gaming and Computer-Mediated Simulations 12, no. 3 (July 2020): 18–36. http://dx.doi.org/10.4018/ijgcms.2020070102.

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In general, if employees use video games excessively rather than working hard, it becomes a matter of great concern in the workplace. However, video game addiction studies in the workplace are rare. The present study was, therefore, developed to examine the organizational behaviors related to video game addiction in the workplace. For this, the present study collected data from 305 employees in Korean companies through a survey method and use a series of multiple regression. In the results, first, the more employees suffer from corporate psychopathy, then they are more likely to be addictive in the video game. Second, the more addictive employee is in the video game, their turnover intention and work to family conflict increase. Third, video game addiction mediates the relationship between corporate psychopathy and employees' turnover intention and work to family conflict. Finally, when employees perceive more support provided by the organization, they are less likely to be addicted to the video game, which is aroused by corporate psychopathy. For research contributions, first, this study is the first to empirically verify the antecedents and consequences of video game addiction in the workplace. Second, this study is the first to investigate the mediation of video game addiction empirically. Third, this study is the first to show perceived organizational support to buffer the relationship between corporate psychopathy and video game addiction.
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D. Griffiths, Mark, Daria J. Kuss, and Daniel L. King. "Video Game Addiction: Past, Present and Future." Current Psychiatry Reviews 8, no. 4 (October 1, 2012): 308–18. http://dx.doi.org/10.2174/157340012803520414.

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M. Graham, Joseph. "Narrative Therapy for Treating Video Game Addiction." International Journal of Mental Health and Addiction 12, no. 6 (March 4, 2014): 701–7. http://dx.doi.org/10.1007/s11469-014-9491-4.

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Baykal, Nur Baser, and Metehan Irak. "Relationships between violent video games and cognition." Global Journal of Psychology Research: New Trends and Issues 7, no. 2 (October 31, 2017): 58–70. http://dx.doi.org/10.18844/gjpr.v7i2.2586.

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AbstractObjectives: The differential effects of playing violent video games on information processing has become an issue of concern. Neuropsychological studies provide inconsistent results regarding the effects of playing excessive video games on information processing. The goal of this study was to investigate the effect of violent video games on various cognitive processes, specifically working memory, object recognition, and visual-spatial perception. The relationships between violent video game addiction and aggression, personality, and craving were also investigated. Method: 54 university students were classified into three different groups (addicted, risk, and control) according to the time they spent game playing and their Game Addiction Scale scores. Results: Game addicted individuals have higher scores on aggression, craving, urging, and psychoticism than other groups. Significant differences in reaction times during cognitive tasks were also found. The game addicted group’s reaction times were significantly faster than for risk and non-player groups. Conclusion: This study supports previous findings that violent game playing is related with aggressive thoughts, craving, and urging. However, violent game addiction does not have negative effects on working memory, object recognition, and visual-spatial perception. Keywords: Game addiction, violent games, aggression, cognition.
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Brunborg, Geir Scott, Daniel Hanss, Rune Aune Mentzoni, and Ståle Pallesen. "Core and Peripheral Criteria of Video Game Addiction in the Game Addiction Scale for Adolescents." Cyberpsychology, Behavior, and Social Networking 18, no. 5 (May 2015): 280–85. http://dx.doi.org/10.1089/cyber.2014.0509.

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31

Weigle, Paul. "Internet and Video Game Addiction: Evidence & Controversy." Adolescent Psychiatry 4, no. 2 (July 31, 2014): 81–91. http://dx.doi.org/10.2174/221067660402140709120337.

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32

JANCIN, BRUCE. "Video Game Addiction Real Issue for Many Kids." Family Practice News 42, no. 4 (March 2012): 50–51. http://dx.doi.org/10.1016/s0300-7073(12)70203-7.

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33

Buono, Frank Daniel, Brent A. Moore, Destiny M. B. Printz, Daniel P. Lloyd, Christopher John Cutter, and Matthew E. Sprong. "Video game addiction: Duration of play and impulsivity." Drug and Alcohol Dependence 171 (February 2017): e29. http://dx.doi.org/10.1016/j.drugalcdep.2016.08.093.

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34

Greenfield, David N. "Treatment Considerations in Internet and Video Game Addiction." Child and Adolescent Psychiatric Clinics of North America 27, no. 2 (April 2018): 327–44. http://dx.doi.org/10.1016/j.chc.2017.11.007.

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35

Fisher, Sue. "Identifying video game addiction in children and adolescents." Addictive Behaviors 19, no. 5 (September 1994): 545–53. http://dx.doi.org/10.1016/0306-4603(94)90010-8.

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36

Rehbein, Florian, and Thomas Mößle. "Video Game and Internet Addiction: Is there a Need for Differentiation?" SUCHT 59, no. 3 (January 2013): 129–42. http://dx.doi.org/10.1024/0939-5911.a000245.

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Introduction: The term Internet addiction encompasses a broad range of activities which in isolation have rarely been studied for their clinical relevance. This study looks at whether video game addiction and Internet addiction can be regarded as distinct nosological entities and whether there is a differential impact on those affected. It also aims to describe the type of activities that contribute most to the addiction. Methods: Data was collected in a school survey of Grade 7 to 10 students (M = 14.5 years; n = 4 436). Besides video game addiction (CSAS-II) and Internet addiction (CIUS), indicators of media consumption, functional level, well-being, burden for significant others and psychological strain were collected. Results: Internet and video game addiction can be regarded as two distinct nosological entities. This differentiation is supported by differences in sociodemographic variables and measures of validation. The subjective suffering seems to be higher among adolescent video game addicts than Internet addicts. Girls with an Internet addiction cite social networks almost exclusively as the cause of their problem while boys also name pornography. Discussion: In research on Internet addiction, a greater differentiation is needed regarding the underlying activities.
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Weinstein, Aviv Malkiel. "Computer and Video Game Addiction—A Comparison between Game Users and Non-Game Users." American Journal of Drug and Alcohol Abuse 36, no. 5 (June 15, 2010): 268–76. http://dx.doi.org/10.3109/00952990.2010.491879.

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38

Plante, Courtney N., Douglas A. Gentile, Christopher L. Groves, Adam Modlin, and Jorge Blanco-Herrera. "Video games as coping mechanisms in the etiology of video game addiction." Psychology of Popular Media Culture 8, no. 4 (October 2019): 385–94. http://dx.doi.org/10.1037/ppm0000186.

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Chiu, Shao-I., Jie-Zhi Lee, and Der-Hsiang Huang. "Video Game Addiction in Children and Teenagers in Taiwan." CyberPsychology & Behavior 7, no. 5 (October 2004): 571–81. http://dx.doi.org/10.1089/cpb.2004.7.571.

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Choi, Youngkeun, Jagwang Koo, and Seungyong Lee. "How Do Workplace Issues Affect Employees' Video Game Addiction?" Journal of Groups in Addiction & Recovery 12, no. 1 (January 2, 2017): 3–12. http://dx.doi.org/10.1080/1556035x.2016.1166468.

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41

Van Rooij, Antonius J., Tim M. Schoenmakers, Ad A. Vermulst, Regina J. J. M. Van Den Eijnden, and Dike Van De Mheen. "Online video game addiction: identification of addicted adolescent gamers." Addiction 106, no. 1 (September 15, 2010): 205–12. http://dx.doi.org/10.1111/j.1360-0443.2010.03104.x.

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42

Cover, Rob. "Digital Addiction: The Cultural Production of Online and Video Game Junkies." Media International Australia 113, no. 1 (November 2004): 110–23. http://dx.doi.org/10.1177/1329878x0411300113.

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This paper examines the ways in which a concept of ‘digital addiction’ is produced in academic discourse, news media and contemporary popular culture. Digital addiction is used here as a collective term for the phenomena of internet/online addiction and addiction to electronic games. By showing how these are produced individually and together in the popular imaginary, the paper explores several of the ways in which the digital is likened to chemical, illicit or hallucinogenic drugs. It is shown that this association is made through normative discourses which work through a reductive and over-simplified representation of a real/virtual dichotomy that favours the real as physical and local over the virtual, which is represented as dangerous, false and addictive.
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43

Kim, Jung-Yong, Hea-Sol Kim, Dong-Joon Kim, Sung-Kyun Im, and Mi-Sook Kim. "Identification of Video Game Addiction Using Heart-Rate Variability Parameters." Sensors 21, no. 14 (July 8, 2021): 4683. http://dx.doi.org/10.3390/s21144683.

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The purpose of this study is to determine heart rate variability (HRV) parameters that can quantitatively characterize game addiction by using electrocardiograms (ECGs). 23 subjects were classified into two groups prior to the experiment, 11 game-addicted subjects, and 12 non-addicted subjects, using questionnaires (CIUS and IAT). Various HRV parameters were tested to identify the addicted subject. The subjects played the League of Legends game for 30–40 min. The experimenter measured ECG during the game at various window sizes and specific events. Moreover, correlation and factor analyses were used to find the most effective parameters. A logistic regression equation was formed to calculate the accuracy in diagnosing addicted and non-addicted subjects. The most accurate set of parameters was found to be pNNI20, RMSSD, and LF in the 30 s after the “being killed” event. The logistic regression analysis provided an accuracy of 69.3% to 70.3%. AUC values in this study ranged from 0.654 to 0.677. This study can be noted as an exploratory step in the quantification of game addiction based on the stress response that could be used as an objective diagnostic method in the future.
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Hull, Damien C., Glenn A. Williams, and Mark D. Griffiths. "Video game characteristics, happiness and flow as predictors of addiction among video game players: A pilot study." Journal of Behavioral Addictions 2, no. 3 (September 2013): 145–52. http://dx.doi.org/10.1556/jba.2.2013.005.

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45

Ruiz-Manrique, Gonzalo, Kazuhiro Tajima-Pozo, and Francisco Montañes-Rada. "Case Report: "ADHD Trainer": the mobile application that enhances cognitive skills in ADHD patients." F1000Research 3 (May 7, 2015): 283. http://dx.doi.org/10.12688/f1000research.5689.2.

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We report the case of a 10 year old patient diagnosed with attention deficit hyperactivity disorder (ADHD) and comorbid video game addiction, who was treated with medication combined to a novel cognitive training method based on video games called TCT method. A great risk of developing video game or internet addiction has been reported in children, especially in children with ADHD. Despite this risk, we hypothesize that the good use of these new technologies might be useful to develop new methods of cognitive training. The cognitive areas in which a greater improvement was observed through the use of video games were the visuospatial working memory and fine motor skills. TCT method is a cognitive training method that enhances cognitive skills such as attention, working memory, processing speed, calculation ability, reasoning, and visuomotor coordination. The purpose of reviewing this case is to highlight that regular cognitive computerized training in ADHD patients can improve some of their cognitive symptoms and can help treating video game addiction.
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46

Ruiz-Manrique, Gonzalo, Kazuhiro Tajima-Pozo, and Francisco Montañes-Rada. "Case Report: "ADHD Trainer": the mobile application that enhances cognitive skills in ADHD patients." F1000Research 3 (June 23, 2015): 283. http://dx.doi.org/10.12688/f1000research.5689.3.

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We report the case of a 10 year old patient diagnosed with attention deficit hyperactivity disorder (ADHD) and comorbid video game addiction, who was treated with medication combined with a novel cognitive training method based on video games called TCT method. A great risk of developing video game or internet addiction has been reported in children, especially in children with ADHD. Despite this risk, we hypothesize that the good use of these new technologies might be useful to develop new methods of cognitive training. The cognitive areas in which a greater improvement was observed through the use of video games were visuospatial working memory and fine motor skills. TCT method is a cognitive training method that enhances cognitive skills such as attention, working memory, processing speed, calculation ability, reasoning, and visuomotor coordination. The purpose of reviewing this case is to highlight that regular cognitive computerized training in ADHD patients may improve some of their cognitive symptoms and might be helpful for treating video game addiction.
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47

Ruiz-Manrique, Gonzalo, Kazuhiro Tajima-Pozo, and Francisco Montañes-Rada. "Case Report: "ADHD Trainer": the mobile application that enhances cognitive skills in ADHD patients." F1000Research 3 (September 10, 2015): 283. http://dx.doi.org/10.12688/f1000research.5689.4.

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We report the case of a 10 year old patient diagnosed with attention deficit hyperactivity disorder (ADHD) and comorbid video game addiction, who was treated with medication combined with a novel cognitive training method based on video games called TCT method. A great risk of developing video game or internet addiction has been reported in children, especially in children with ADHD. Despite this risk, we hypothesize that the good use of these new technologies might be useful to develop new methods of cognitive training. The cognitive areas in which a greater improvement was observed through the use of video games were visuospatial working memory and fine motor skills. TCT method is a cognitive training method that enhances cognitive skills such as attention, working memory, processing speed, calculation ability, reasoning, and visuomotor coordination. The purpose of reviewing this case is to highlight that regular cognitive computerized training in ADHD patients may improve some of their cognitive symptoms and might be helpful for treating video game addiction.
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48

Ruiz-Manrique, Gonzalo, Kazuhiro Tajima-Pozo, and Francisco Montañes-Rada. "Case Report: "ADHD Trainer": the mobile application that enhances cognitive skills in ADHD patients." F1000Research 3 (October 26, 2015): 283. http://dx.doi.org/10.12688/f1000research.5689.5.

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We report the case of a 10 year old patient diagnosed with attention deficit hyperactivity disorder (ADHD) and comorbid video game addiction, who was treated with medication combined with a novel cognitive training method based on video games called TCT method. A great risk of developing video game or internet addiction has been reported in children, especially in children with ADHD. Despite this risk, we hypothesize that the good use of these new technologies might be useful to develop new methods of cognitive training. The cognitive areas in which a greater improvement was observed through the use of video games were visuospatial working memory and fine motor skills. TCT method is a cognitive training method that enhances cognitive skills such as attention, working memory, processing speed, calculation ability, reasoning, and visuomotor coordination. The purpose of reviewing this case is to highlight that regular cognitive computerized training in ADHD patients may improve some of their cognitive symptoms and might be helpful for treating video game addiction.
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49

Hart, Sandra G., and Vernol Battiste. "Field Test of Video Game Trainer." Proceedings of the Human Factors Society Annual Meeting 36, no. 17 (October 1992): 1291–95. http://dx.doi.org/10.1518/107118192786749450.

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A field study was conducted at the US Army Aviation Center to determine whether workload-coping and attention-management skills developed through structured video game experience would generalize to flight training. Three groups of 24 trainees were compared: (1) One received 10 hours of training on an IBM-PC version of Space Fortress, replicating an earlier study; (2) The second played a commerical video game (Apache Strike) for 10 hours which also required tracking, monitoring, situation assessment, and memory; (3) The third matched group receive no game training. Flight school records were monitored during the next 18 mos to compare performance of the three groups during initial flight training. Check ride ratings began to show an advantage for the group trained with Space Fortress by the Instrument stage of training, as predicted. Furthermore, attrition rates were lower for this group, replicating the results of an earlier study conducted by Gopher (1990) in the Israeli Air Force Flight School.
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Kornhuber, Johannes, Eva-Maria Zenses, Bernd Lenz, Christina Stoessel, Polyxeni Bouna-Pyrrou, Florian Rehbein, Sören Kliem, and Thomas Mößle. "Low 2D:4D Values Are Associated with Video Game Addiction." PLoS ONE 8, no. 11 (November 13, 2013): e79539. http://dx.doi.org/10.1371/journal.pone.0079539.

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