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Articles
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Family-, Media-, and School-Related Risk Factors of Video Game Addiction 2013
https://ncsu.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMwpV3PT9swFLY2dtll2i9pHTD5gHYArMaJ68QIIRVE4bDDxNiknSw3tteylaIV_n_es500LRyYdokqp4qlfJ_fe355zx8hO9bhMeIlZzarYYNSOcWU8IIZm3EHW65iUJi1ZM510wvzaBV7_7-hhTEAF1tl_wHe9qEwAL8BZLgCzHB9EtBRuoKFzCa2gbC2IDMcsMlCuRuElRdYRD5K8joQIv6YWjffOzMzVGW207qp8hjuDdhPPN7nyxy1jO5s0M361h5D-zCSDd0nqZ-rm6S_cJNx0tIcYaHfkojHZhqpAhb3dzfxgCIQK4mH8_kvVELppMs6ZrSSgkFgEb9XuzCGsQWDAKHq2t7Y9Jw4VnQMKU9WOfpkHhvIH5h72FNj5qGZDf1aCHqLpXdraw6vZjc6H-gC9jzVc_IiL5VCxYvTr8PGc6P2DZa8ts9rvoLnZb8d66cZHotmVp15iFAuX5NXCRA6jBR5Q56567dkMw1PFzP6ma60Ay3ekT-JPPs0UmefAnHoKnEoEocm4tC5p4eTo8AdityhLXcO-5OjAzqkkT20yx4a2POefB-dXp6cs6S_wUyusltmDaxa1KDP5NiCG8x9Jqu65gIcqOLWydqCuTdScS-sUJkQvhLKODnOSqPAlX4g1CvDa2t8ZRXck2PjBpWXmVccrIGq8x7ZhteokaJNJajuItUjO-v363hw2drfdhsc9E08pkWH8oq81AidRuh0gq5HthqkdFrIC9gCcy5zoSr18WlTbpKXy1WxRTZu_965bbKBNutToNU9pqiOow
Journal Of Media Psychology, Vol. 25, Issue 3, pp. 118 - 128.
In recent years, a variety of epidemiological studies have provided empirical data on the prevalence of video game addiction (GA) in different age groups. However, few studies investigated the caus... Read more
In recent years, a variety of epidemiological studies have provided empirical data on the prevalence of video game addiction (GA) in different age groups. However, few studies investigated the causes of GA and could explain why video game playing as a widespread phenomenon leads to a comparatively small percentage of addicted players. Additionally, the existing longitudinal studies mainly consider psychological trait variables and neglect the possible explanatory value of predictors in socialization regarding media availability, media use, and family and everyday school life. In this paper, the results of a two-wave longitudinal study comprising a sample of students from Grades 4 to 9 ( N = 406) are presented. The data show that 15-year-old video game addicts had already exhibited a number of specific risk factors at the age of 10. Students from single-parent families seem to be particularly at risk, as are students with low experienced school well-being and with a weaker social integration in class. The data also indicate that problematic use of video games in childhood increases the risk of GA in adolescence. Male students are especially vulnerable for developing GA. The results of this study are an important contribution to understanding risk factors for GA in adolescents, thereby laying the groundwork for effective prevention measures. Read less
Journal Article | Full Text Online
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Computer and Video Game Addiction-A Comparison between Game Users and Non-Game Users 2010
https://ncsu.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMwpV1Lb9swDBa29rLL0D2wde0KHYZdAiF-SwKKAtnQLZfllK5HQ5FlxGiXFFnS3z_SlB9Luux1MQKbkhx_NEVaIj_G3hUOy4jLUBSBhQBFOS10UibCFEHoIOSK09hsfcy5bnJhHtzFPvxvaOEcgIupsn8Bb9spnIDfADIcAWY4_hHQDS9DvQzwtSrccvDZfEOq5aKqkxbEiN56YhtsNmbVMleYa1k3nIBcd6rvsk673JNFv9BEsdpQeqMhlt2BmW36Kz0VOJ6eSXN0X90Pvpjbm8pv0PefGXCFXPc_M0x3GD_6VlWnAqc1mlPIkAZaCq2IiauxtFTqxGtU2jebRK3jZ-CIGGG2jXtMtVFxNByMtuUlGunSu8ms3WJIFx6zw0hqjdQWl-NJO0UjESGVJ6Ubp5xKHGD4UPc_-SxHvqLtvN2ft1Xl9hexSuR9lukRe-qDDT4ipXnGHrnFc3ZKGdn82t2W0C1_z5sTy9XNC1Y1-sQBW34-v6hViqNu8FalzofzCzHinVpxr1bYAEVRgNeqVHeD2rVz5SW7-nQ5_TgWno9DWAhz16KwEN5CBBGqoNTGSRlkJXioNrWzAtz2aGa1DbO0lJmR2oGjao1zZRmDS-us1LP4NePQMLSFKVWhVaKzmXGpKjPoLwTroG10zETzqPM7qreSQ5yK0OQNNDlCkxM0x0zu4JH7d-H7b1qqPmr5utbwkpQbm-1retIg3I0lE60ynAOPGW-vgq3GBTizcMsNiGAZaBklap-IQpalONwvEmWh2jsQiOgsgzt9RQrYPswowJgpiN78-98_YU86C3HKDtarjXvLDtBan7HDD-PxZHRWv28_AGhH3YA
The American Journal Of Drug And Alcohol Abuse, Vol. 36, Issue 5, pp. 268 - 276.
Background: Computer game addiction is excessive or compulsive use of computer and video games that may interfere with daily life. It is not clear whether video game playing meets diagnostic criter... Read more
Background: Computer game addiction is excessive or compulsive use of computer and video games that may interfere with daily life. It is not clear whether video game playing meets diagnostic criteria for Diagnostic and Statistical Manual of Mental Disorders, Fourth Edition (DSM-IV). Objectives: First objective is to review the literature on computer and video game addiction over the topics of diagnosis, phenomenology, epidemiology, and treatment. Second objective is to describe a brain imaging study measuring dopamine release during computer game playing. Methods: Article search of 15 published articles between 2000 and 2009 in Medline and PubMed on computer and video game addiction. Nine abstinent "ecstasy" users and 8 control subjects were scanned at baseline and after performing on a motorbike riding computer game while imaging dopamine release in vivo with [123I] IBZM and single photon emission computed tomography (SPECT). Results: Psycho-physiological mechanisms underlying computer game addiction are mainly stress coping mechanisms, emotional reactions, sensitization, and reward. Computer game playing may lead to long-term changes in the reward circuitry that resemble the effects of substance dependence. The brain imaging study showed that healthy control subjects had reduced dopamine D2 receptor occupancy of 10.5% in the caudate after playing a motorbike riding computer game compared with baseline levels of binding consistent with increased release and binding to its receptors. Ex-chronic "ecstasy" users showed no change in levels of dopamine D2 receptor occupancy after playing this game. Conclusion: This evidence supports the notion that psycho-stimulant users have decreased sensitivity to natural reward. Significance: Computer game addicts or gamblers may show reduced dopamine response to stimuli associated with their addiction presumably due to sensitization. Read less
Journal Article | Full Text Online
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Video Game Addiction: The Push To Pathologize Video Games 2017
https://ncsu.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMwpV3da9swEBdb99KXsS9YtrYI1jfjJbbsSBqlEErbwWCEke1VyPpY8rAa5uRh-2v2p-5kSbaWdtCxFxNkRZi7n-908t3vEDrVxtGI0yLXMwUBCjM855WtcqlnhYGQi9RE7h3m_Iq1MHdmsU__W7UwBsp1pbL_oN5hURiA36BkuIKa4XovRX_ZaNNm1_Kb666sNypmazgALHfdOlu1jojfW7mfJhvnd-nOdJlwdITarFjHEgiB1oFUwJdVDXG8kSkLwXi6-nHj3K4P8R03yYe32XDQ7IqmPrWt_3S0cG2MN7suSw-3v-66mA8wsB-ECeGMAvxezHbbJmUBt4z6PgC91aOOQ3MWKsaNt8qc8BzCZpKa7Yol8KwTG0woS9w58R2KbnkKzzUAXqr_vuHJb_eYt-GmqJioBaz4ED0qKeeuR8blcjH4ekJ8C9f40JEAl9DpuPRdG5_E75OwmVk9QY9DFIIXHk1P0QNz8wwdDnL78Rxdn63Pe6RghxQ8IOtsuj5_hwFb2GELr1qcYAv_8afOzX2BPl9dri7e56HpRi5BwNucS2JdMzNrqSLw2lIrFSup0VaVVNp5aZlWsIdlRa0brQhTxDSshtlN1VhbkZcIWy4LpSXM5Kzi80aamtn5zPICTABX5QSdgkCEw3JM_1SejUykMp-gN1FiMN5zr4g-Z4JQMUp3go6iMEV4LTtR8IK5RhGk-sttBqE4-C_y6n6P8hodjrg-Qgfb7ztzjA6cgTrpEfEbs0OPpg
Professional Psychology, Research And Practice, Vol. 48, Issue 5, pp. 378 - 389.
With proposals to include "gaming disorder" in both the Diagnostic and Statistical Manual (DSM) and International Compendium of Diseases (ICD), the concept of video game addiction has gained tracti... Read more
With proposals to include "gaming disorder" in both the Diagnostic and Statistical Manual (DSM) and International Compendium of Diseases (ICD), the concept of video game addiction has gained traction. However, many aspects of this concept remain controversial. At present, little clarity has been achieved regarding diagnostic criteria and appropriate symptoms. It is unclear if symptoms that involve problematic video gaming behavior should be reified as a new disorder, or are the expression of underlying mental conditions. Nonetheless, the recent proposals around gaming disorder from respected bodies such as the World Health Organization and the American Psychiatric Association seem to lock much of the applied research into a confirmatory trajectory. Since the DSM-5 proposal, research is increasingly focused on the application of the proposed criteria, as opposed to broadly testing validity and necessity of the overarching construct. This raises multiple concerns. First, the current approaches to understanding "gaming addiction" are rooted in substance abuse research and approaches do not necessarily translate to media consumption. Second, some research has indicated that "video game addiction" is not a stable construct and clinical impairment might be low. Third, pathologizing gaming behavior has fallout beyond the therapeutic setting. In light of continuing controversies, it is argued that the currently proposed categories of video game addiction disorders are premature. Public Significance Statement This article argues the basic question of whether or not "video game addiction" qualifies as a mental disorder, as many aspects of Internet Gaming Disorder conceptually remain controversial among researchers and clinicians. The article raises important questions regarding the validity of the evidence, the stability of the proposed construct, and possible clinical pathologizing of a hobby and normal routine behaviors of playing video games. Read less
Journal Article | Full Text Online
Books & Media
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Treating video game addiction : three brief sessions
https://catalog.lib.ncsu.edu/catalog/NCSU5146702
Online Resources | Video
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Other Ways to Find Articles
Journals
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Black Book - Video Game Industry (December 1982)
https://www.lib.ncsu.edu/journals/more_info.php?id=672298
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Databases
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Dance online. Dance in Video
https://proxying.lib.ncsu.edu/index.php?url=https://video.alexanderstreet.com/channel/dance-online-dance-in-video
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LGBT studies in video
https://proxying.lib.ncsu.edu/index.php?url=https://video.alexanderstreet.com/channel/lgbt-studies-in-video
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Sage research methods video
https://proxying.lib.ncsu.edu/index.php?url=https://methods.sagepub.com/Video
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Creating Fun and Engaging Video Training: The Why
https://www.linkedin.com/checkpoint/enterprise/login/53565897?pathWildcard=53565897&application=learning&dApp=45717204&redirect=https%3A%2F%2Fwww%2Elinkedin%2Ecom%2Flearning%2Fcreating-fun-and-engaging-video-training-the-why%3FdApp%3D45717204%26leis%3DLAA%26u%3D53565897
Learn why video works well as a training tool and find out what you need to get started creating interesting and captivating training videos.
Learn why video works well as a training tool and find out what you need to get started creating interesting and captivating training videos. Read less
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Game Development Foundations: Game-Related Math
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Enhance your game development by adding basic math concepts to your toolkit. Learn about layout and collision detection and useful formulas you'll need on a day-to-day basis.
Enhance your game development by adding basic math concepts to your toolkit. Learn about layout and collision detection and useful formulas you'll need on a day-to-day basis. Read less
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Toon Boom Harmony Essential Training
https://www.linkedin.com/checkpoint/enterprise/login/53565897?pathWildcard=53565897&application=learning&dApp=45717204&redirect=https%3A%2F%2Fwww%2Elinkedin%2Ecom%2Flearning%2Ftoon-boom-harmony-essential-training%3FdApp%3D45717204%26leis%3DLAA%26u%3D53565897
Bring your stories to life with Toon Boom Harmony. Learn to use Harmony for 2D animation and character rigging.
Bring your stories to life with Toon Boom Harmony. Learn to use Harmony for 2D animation and character rigging. Read less
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LGBTQ representation in video games
https://www.lib.ncsu.edu/news/collections-highlights/lgbtq-representation-video-games
Richard. This post is guest-authored by Libraries Collections & Research Strategy temporary worker, Ash. Thanks, Ash! Looking for a new video game to play this summer? Among
Richard. This post is guest-authored by Libraries Collections & Research Strategy temporary worker, Ash. Thanks, Ash! Looking for a new video game to play this summer? Among Read less
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The Arcade: A Showcase of Student-Made Video Games
https://www.lib.ncsu.edu/exhibits/arcade-showcase-student-made-video-games
are connected with NC State’s vibrant Video Game Development Club community. The Arcade’s custom-built computer kiosk allows you to browse through the collection and play each
Read more are connected with NC State’s vibrant Video Game Development Club community. The Arcade’s custom-built computer kiosk allows you to browse through the collection and play each game Read less
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Self-care through video games on Nov. 6
https://www.lib.ncsu.edu/news/main-news/self-care-through-video-games-nov-6
Switch. You will be invited to rotate through our gaming stations to discover how Libraries' resources can support leisure gaming and video game design, and to promote
Switch. You will be invited to rotate through our gaming stations to discover how Libraries' resources can support leisure gaming and video game design, and to promote Read less