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J%C1T%C9KOK - Kapcsolódó tételek

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501.  Therapist-delivered and self-help interventions for gambling problems: A review of contents
502.  Think-aloud analysis of commonly used screening instruments for Internet use disorders: The CIUS, the IGDT-10, and the BSMAS
503.  Thinking more broadly about policy responses to problematic video game use: A response to Király et al. (2018) : Commentary on: Policy responses to problematic video game use: A systematic review o...
504.  This is 'offside': Gambling advertising during Czech football broadcasts
505.  Three key lessons learned from over a decade of gaming disorder assessment research
506.  A three-wave longitudinal study on the underlying metacognitive mechanism between depression and Internet gaming disorder
507.  Time to call for a global public health approach in prevention of the onset and progression of problematic gaming : Commentary on: Policy responses to problematic video game use: A systematic revie...
508.  To chase or not to chase: A study on the role of mentalization and alcohol consumption in chasing behavior
509.  Tolerance in Internet gaming disorder: A need for increasing gaming time or something else?
510.  Tracking online searches for gambling activities and operators in the United Kingdom during the COVID-19 pandemic: A Google TrendsTM analysis
511.  Training gamblers to re-think their gambling choices: How contextual analytical thinking may be useful in promoting safer gambling
512.  Trajectory of internet gaming disorder among Chinese adolescents: Course, predictors, and long-term mental health outcomes
513.  A trambulin valóban veszélyesebb, mint más játékok és sporteszközök
514.  Transcranial direct current stimulation for online gamers: A prospective single-arm feasibility study
515.  Treatment efficacy of a specialized psychotherapy program for Internet Gaming Disorder
516.  Treatment for the concerned significant others of gamblers: A systematic review
517.  Type of musical soundtrack affects behavior in gambling
518.  Types of gambling and levels of harm: A UK study to assess severity of presentation in a treatment-seeking population
519.  Unambiguous evidence that over half of gambling problems in Australia are caused by electronic gambling machines: Results from a large-scale composite population study
520.  Understanding persuasive attributes of sports betting advertisements: A conjoint analysis of selected elements
521.  Understanding the mechanics and consumer risks associated with play-to-earn (P2E) gaming
522.  Unemployment as a risk factor for gambling disorder: A longitudinal study based on national registry data
523.  Unpacking the public stigma of problem gambling: The process of stigma creation and predictors of social distancing
524.  The use of naltrexone in pathological and problem gambling: A UK case series
525.  User-avatar bond as diagnostic indicator for gaming disorder: A word on the side of caution : Commentary on: Deep learning(s) in gaming disorder through the user-avatar bond: A longitudinal study u...
526.  Using deliberate mind-wandering to escape negative mood states: Implications for gambling to escape
527.  Using two web-based addiction Stroops to measure the attentional bias in adults with Internet Gaming Disorder
528.  Validating the short gambling harm screen against external benchmarks
529.  Validation of the Internet Gaming Disorder Scale - Short-Form (IGDS9-SF) in an Italian speaking sample
530.  Validation of the Ten-Item Internet Gaming Disorder Test (IGDT-10) based on the clinical diagnosis of IGD in Japan
531.  The vicious cycle of family dysfunction and problematic gaming and the mediating role of self-concept clarity among early adolescents: A within-person analysis using random intercept cross-lagged p...
532.  Video game characteristics, happiness and flow as predictors of addiction among video game players: A pilot study
533.  Video gaming and cannabis use: A scoping review
534.  Video gaming and gaming addiction in transgender people: An exploratory study
535.  Videojáték-függőség a BNO-11-ben : kérdések és következmények
536.  Videojátékok: szórakozás vagy függőség?
537.  Wanting-liking dissociation and altered dopaminergic functioning: Similarities between internet gaming disorder and tobacco use disorder
538.  Watch and yearn? Effects of watching gambling livestreams on cravings
539.  Weapon-carrying is associated with more permissive gambling attitudes and perceptions and at-risk/problem gambling in adolescents
540.  Web addiction in the brain: Cortical oscillations, autonomic activity, and behavioral measures
541.  When rejection backfires: Social exclusion and economic decision-making in gamblers
542.  Where to put Compulsive Sexual Behavior Disorder (CSBD)? Phenomenology matters : Commentary to the debate: "Behavioral addictions in the ICD-11"
543.  Who makes in-play bets? Investigating the demographics, psychological characteristics, and gambling-related harms of in-play sports bettors
544.  Who Pays to Play Freemium Games? : the Profiles and Motivations of Players Who Make Purchases Within Social Casino Games
545.  Who uses self-exclusion to regulate problem gambling? A systematic literature review
546.  Why and how to include parents in the treatment of adolescents presenting Internet gaming disorder?
547.  Widespread illegal video game advertising in the UK and South Korea: Many adverts not disclosing loot box presence found using Meta's ad repository
548.  Will esports result in a higher prevalence of problematic gaming? A review of the global situation
549.  The withdrawal-related affective, gaming urge, and anhedonia symptoms of internet gaming disorder during abstinence
550.  Young people who purchase loot boxes are more likely to have gambling problems: An online survey of adolescents and young adults living in NSW Australia

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