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The epidemiology and effects of video game addiction: A systematic review and meta-analysis.
Limone P;Ragni B;Toto GA
Academic Journal Academic Journal | Publisher: North Holland Publishing Country of Publication: Netherlands NLM ID: 0370366 Publication Model: Print-Electronic Cited Medium: Internet ISSN: 1873-6297 (Electronic) Linking ISSN: 00016918 NLM ISO Abbreviation: Acta Psychol (Amst) Subsets: MEDLINE Please log in to see more details
With the increasing popularity and accessibility of video games, the public concern ab... more
The epidemiology and effects of video game addiction: A systematic review and meta-analysis.
Publisher: North Holland Publishing Country of Publication: Netherlands NLM ID: 0370366 Publication Model: Print-Electronic Cited Medium: Internet ISSN: 1873-6297 (Electronic) Linking ISSN: 00016918 NLM ISO Abbreviation: Acta Psychol (Amst) Subsets: MEDLINE
With the increasing popularity and accessibility of video games, the public concern about their effects - positive and negative - has also increased. In this regard, this systematic review sought to identify and thematically analyze recent studies (in the last five years) and report on video games' epidemiological characteristics and outcomes. A systematic database search was done on ScienceDirect, APA PsycINFO, Emerald, and Scopus databases for articles published from January 1, 2017, to April 1, 2022. The Meta XL software - an add-in for Microsoft Excel - was used to calculate the pooled prevalence level of video game addiction. The database search yielded a total of 693 non-duplicate articles. After applying the inclusion and exclusion criteria, 27 articles were selected to be included in the systematic review. Along with this, 12 articles were considered for the final meta-analysis. The pooled prevalence level of gaming addiction was 5.0 % (95 % CI, 2.1-8.8 %). The I 2 value was 99.297 with a p-value of 0.000. The factors that accompanied addictive video gaming were psychological, social, and personal. An addictive gaming behavior was characterized by spending an above-average time on gaming, doing most of the gaming online, and gaming activities interfering with sleep patterns. Some predictors of addictive gaming were emotional dependence, social detachment, increased gaming time, preference for playing online than offline, and increased emotional and psychological stress. Engaging in addictive gaming led to adverse outcomes such as lower academic scores, depression, and anxiety, as well as decreased self-esteem, life satisfaction, and social support. From the collected findings it could be concluded that extreme playing of video games can be classified as addictive. Following the identification of risk factors, appropriate corrective or interventional measures should be developed and applied coherently to newer statistical data.
Competing Interests: Declaration of competing interest Authors declared no conflict of interest.
(Copyright © 2023 The Authors. Published by Elsevier B.V. All rights reserved.)

Subject terms:

Humans - Technology Addiction - Self Concept - Anxiety - Internet - Video Games psychology - Behavior, Addictive epidemiology - Behavior, Addictive psychology

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MEDLINE

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Treating video game addiction [electronic resource] : three brief sessions / by Brian Van Brunt.
Streaming video | 2014
Available at Available Online Academic Video Online (USU and USU Eastern) (Call number: Streaming Video)
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Video game addiction in psychiatric adolescent population: A hospital-based study on the role of individualism from South China.
Zhou R;Xiao XY;Huang WJ;Wang F;Shen XQ;Jia FJ;Hou CL
Academic Journal Academic Journal | Publisher: John Wiley & Sons Country of Publication: United States NLM ID: 101570837 Publication Model: Print-Electronic Cited Medium: Internet ISSN: 2162-3279 (Electronic) NLM ISO Abbreviation: Brain Behav Subsets: MEDLINE Please log in to see more details
Background: For decades, video game-related behaviors have been investigated in differ... more
Video game addiction in psychiatric adolescent population: A hospital-based study on the role of individualism from South China.
Publisher: John Wiley & Sons Country of Publication: United States NLM ID: 101570837 Publication Model: Print-Electronic Cited Medium: Internet ISSN: 2162-3279 (Electronic) NLM ISO Abbreviation: Brain Behav Subsets: MEDLINE
Background: For decades, video game-related behaviors have been investigated in different psychologic research, much of whose attention has been paid to video game addiction (VGA), while the differences between VGA and social media addiction (SMA) should have deserved more attention. In addition to detecting common risk factors of VGA, one core question is whether social inclination (individualism or collectivism) matters.
Object: The objectives of this study were to clarify the prevalence of VGA and SMA,, identify the influencing factors of VGA, and clarify the relationships between VGA and adolescents' individualism-collectivism inclination.
Method: The survey was conducted among 110 adolescent psychiatric patients. For each interviewee, psychological scales were filled face to face. Path analysis was used to examine the causation structure of the childhood trauma-related symptoms.
Result: The prevalence of VGA was 40.9% (45 out of 110), and it was 41.8% for SMA (46 out of 110); childhood trauma, social media addiction, the individualistic inclination, and the rate of homosexuality were observed to be independent indicators for video game addiction (r 2  = 0.46).
Conclusion: Psychological counseling on patients' internet-related behaviors may focus on the individualistic personality and possible childhood trauma, which are two important risk factors of video game addiction. It is recommended to distinguish between video game addiction and social addiction in clinical practice.
(© 2023 The Authors. Brain and Behavior published by Wiley Periodicals LLC.)

Subject terms:

Humans - Adolescent - Technology Addiction - Surveys and Questionnaires - Risk Factors - Video Games psychology - Behavior, Addictive epidemiology - Behavior, Addictive psychology

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But it's just a game / written by Julia Cook ; illustrated by Michelle Hazelwood Hyde.
Book | 2013
Available at Available Moore Library, Fiction Books (Call number: E COO)
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Proactive and reactive inhibitory control are differently affected by video game addiction: An event-related potential study.
Fathi M;Mazhari S;Pourrahimi AM;Poormohammad A;Sardari S
Academic Journal Academic Journal | Publisher: John Wiley & Sons Country of Publication: United States NLM ID: 101570837 Publication Model: Print-Electronic Cited Medium: Internet ISSN: 2162-3279 (Electronic) NLM ISO Abbreviation: Brain Behav Subsets: MEDLINE Please log in to see more details
Introduction: Video game addiction (VGA) is associated with physical and mental disord... more
Proactive and reactive inhibitory control are differently affected by video game addiction: An event-related potential study.
Publisher: John Wiley & Sons Country of Publication: United States NLM ID: 101570837 Publication Model: Print-Electronic Cited Medium: Internet ISSN: 2162-3279 (Electronic) NLM ISO Abbreviation: Brain Behav Subsets: MEDLINE
Introduction: Video game addiction (VGA) is associated with physical and mental disorders, one of which is problem in executive function, particularly inhibitory control. The present study aimed to investigate reactive and proactive inhibitory controls by event-related potential (ERP).
Methods: Thirty video game (action video games)-addicted subjects and 30 matched healthy controls participated in the study, who were tested by the selective stop-signal task.
Results: The main results revealed that the VGA group had significantly more problems in preparatory processes and proactive stop trials, showing that VGA has a negative effect on proactive inhibition.
Conclusion: Finding the problem in proactive inhibitory control might be helpful in developing new treatments and rehabilitation methods in these fields.
(© 2022 The Authors. Brain and Behavior published by Wiley Periodicals LLC.)

Subject terms:

Evoked Potentials physiology - Executive Function physiology - Humans - Technology Addiction - Video Games

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Computer game addiction [electronic resource] / produced by Jonica Newby.
Streaming video | 2012
Available at Available Online Academic Video Online (USU and USU Eastern) (Call number: Streaming Video)
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Game addiction : the experience and the effects / Neils Clark and P. Shavaun Scott.
Book | 2009
Available at Available Merrill-Cazier Books (3rd Floor North) (Call number: RC 569.5 .V53 C53 2009)

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First person shooter [electronic resource] / produced by Cogent/Benger Productions, Inc.
Streaming video | 2002
Available at Available Online Academic Video Online (USU and USU Eastern) (Call number: Streaming Video)
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Life 2.0 / Andrew Lauren Productions and Palmstar Entertainment presents ; a film by Jason Spingarn-Koff ; producers, Andrew Lauren and Stephan Paternot ; produced and directed by Jason Spingarn-Koff.
Streaming video | 2010
Available at Available Online Academic Video Online (USU and USU Eastern) (Call number: Streaming Video)
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