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King, Daniel L. - Kapcsolódó tételek


1.  A comprehensive model to understand and assess the motivational background of video game use: The Gaming Motivation Inventory (GMI)
2.  The concept of "harm" in Internet gaming disorder
3.  The cost of virtual wins: An examination of gambling-related risks in youth who spend money on social casino games
4.  Development of the Saini-Hodgins Addiction Risk Potential of Games (SHARP-G) Scale: An International Delphi study
5.  "Diagnostic inflation" will not resolve taxonomical problems in the study of addictive online behaviours
6.  Distinguishing between gaming and gambling activities in addiction research
7.  Does "forced abstinence" from gaming lead to pornography use? Insight from the April 2018 crash of Fortnite's servers
8.  Electronic gaming machine accessibility and gambling problems: A natural policy experiment
9.  Face validity evaluation of screening tools for gaming disorder: Scope, language, and overpathologizing issues
10.  Family factors in adolescent problematic Internet gaming: A systematic review
11.  From active escapism to virtual withdrawal: Validation of the Compensatory-Dissociative Online Gaming scales (C-DOGs)
12.  Gambling-related harms to concerned significant others: A national Australian prevalence study
13.  Gaming disorder and the COVID-19 pandemic: Treatment demand and service delivery challenges
14.  Gaming disorder: Its delineation as an important condition for diagnosis, management, and prevention
15.  Including gaming disorder in the ICD-11: The need to do so from a clinical and public health perspective : Commentary on: A weak scientific basis for gaming disorder: Let us err on the side of caut...
16.  Internet pornography viewing preference as a risk factor for adolescent Internet addiction: The moderating role of classroom personality factors
17.  The longitudinal associations between internet addiction and ADHD symptoms among adolescents
18.  Loot box purchasing is linked to problem gambling in adolescents when controlling for monetary gambling participation
19.  "Phones off while school's on": Evaluating problematic phone use and the social, wellbeing, and academic effects of banning phones in schools
20.  Play dynamics on electronic gaming machines: A conceptual review
21.  Player-avatar interactions in habitual and problematic gaming: A qualitative investigation
22.  Policy responses to problematic video game use: A systematic review of current measures and future possibilities
23.  Positive play and its relationship with gambling harms and benefits
24.  The prevalence of loyalty program use and its association with higher risk gambling in Australia
25.  Problem gaming-related harm experienced by partners and parents of individuals with gaming problems and their help-seeking experiences
26.  Problematic online gaming and the COVID-19 pandemic
27.  The psychology of cryptocurrency trading: Risk and protective factors
28.  Reconsidering item response categories in gaming disorder symptoms measurement
29.  Red box, green box: A self-report behavioral frequency measurement approach for behavioral addictions research
30.  The relationship between parenting styles and adolescent problematic Internet use: A three-level meta-analysis
31.  A scoping review of the association between loot boxes, esports, skin betting, and token wagering with gambling and video gaming behaviors
32.  Skin gambling predicts problematic gambling amongst adolescents when controlling for monetary gambling
33.  Social chatbot use (e.g., ChatGPT) among individuals with social deficits: Risks and opportunities
34.  Tolerance in Internet gaming disorder: A need for increasing gaming time or something else?
35.  Understanding the mechanics and consumer risks associated with play-to-earn (P2E) gaming
36.  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...
37.  Which conditions should be considered as disorders in the International Classification of Diseases (ICD-11) designation of "other specified disorders due to addictive behaviors"?
38.  Who Pays to Play Freemium Games? : the Profiles and Motivations of Players Who Make Purchases Within Social Casino Games

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