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