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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.  Gambling-related harms to concerned significant others: A national Australian prevalence study
12.  Gaming disorder and the COVID-19 pandemic: Treatment demand and service delivery challenges
13.  Gaming disorder: Its delineation as an important condition for diagnosis, management, and prevention
14.  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...
15.  Internet pornography viewing preference as a risk factor for adolescent Internet addiction: The moderating role of classroom personality factors
16.  The longitudinal associations between internet addiction and ADHD symptoms among adolescents
17.  Loot box purchasing is linked to problem gambling in adolescents when controlling for monetary gambling participation
18.  Play dynamics on electronic gaming machines: A conceptual review
19.  Player-avatar interactions in habitual and problematic gaming: A qualitative investigation
20.  Policy responses to problematic video game use: A systematic review of current measures and future possibilities
21.  Positive play and its relationship with gambling harms and benefits
22.  The prevalence of loyalty program use and its association with higher risk gambling in Australia
23.  Problem gaming-related harm experienced by partners and parents of individuals with gaming problems and their help-seeking experiences
24.  Problematic online gaming and the COVID-19 pandemic
25.  The psychology of cryptocurrency trading: Risk and protective factors
26.  Reconsidering item response categories in gaming disorder symptoms measurement
27.  Red box, green box: A self-report behavioral frequency measurement approach for behavioral addictions research
28.  The relationship between parenting styles and adolescent problematic Internet use: A three-level meta-analysis
29.  A scoping review of the association between loot boxes, esports, skin betting, and token wagering with gambling and video gaming behaviors
30.  Skin gambling predicts problematic gambling amongst adolescents when controlling for monetary gambling
31.  Social chatbot use (e.g., ChatGPT) among individuals with social deficits: Risks and opportunities
32.  Tolerance in Internet gaming disorder: A need for increasing gaming time or something else?
33.  Understanding the mechanics and consumer risks associated with play-to-earn (P2E) gaming
34.  Which conditions should be considered as disorders in the International Classification of Diseases (ICD-11) designation of "other specified disorders due to addictive behaviors"?
35.  Who Pays to Play Freemium Games? : the Profiles and Motivations of Players Who Make Purchases Within Social Casino Games

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