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through PARTheory, refers to the past – recollections of parental care between 6–12 years of age – and fails to establish an association to a current dysfunctional activity, namely problematic gaming. The first hypothesis, which also serves as a
“Diagnostic inflation” will not resolve taxonomical problems in the study of addictive online behaviours
Commentary on: How to overcome taxonomical problems in the study of Internet use disorders and what to do with “smartphone addiction”? (Montag et al., 2020)
. , Király , O. , Krossbakken , E. , ( 2019 ). Maladaptive player-game relationships in problematic gaming and gaming disorder: A systematic review . Clinical Psychology Review , 73 , 101777 . https://doi.org/10.1016/j.cpr.2019.101777 . Montag , C
online games OR online gaming OR excessive gaming OR compulsive gaming OR gaming addiction OR gaming disorder OR problematic gaming OR pathological gaming) AND (motive OR motives OR motivation OR motivations OR motivational). All searches were limited to
at https://doi.org/10.1556/2006.2024.00015 . References André , F. , Broman , N. , Håkansson , A. , & Claesdotter-Knutsson , E. ( 2020 ). Gaming addiction, problematic gaming and engaged gaming – Prevalence and associated characteristics
adolescents or the educational background, by oversampling problematic gamers. Conclusions GADIS-P is the first available screening instrument for the assessment of GD in adolescents according to ICD-11 on the basis of parental ratings. It shows good to
of video game addiction to be 1.4%, and of problematic gaming to be 7.3%. Addiction and problems were inversely related to age ( Wittek et al., 2016 ). Another Norwegian study of eight graders found the prevalence of video game addiction to be 4
Introduction Since the early 2000s, there has been a significant increase in the number of studies providing empirical evidence of the existence of problematic gaming and gaming addiction ( Kuss & Griffiths, 2012 ). Due to this
found all MOGQ motives positively correlated with problematic gaming but some motives such as Fantasy and Coping motives were non-significant predictors of problematic gaming when psychiatric symptoms were considered. Our results particularly showed that
.0) 19 (19.0) 1 time 23.1 (4.0) 22.5 (4.0) RCT high problematic gaming level on GAS +gaming >10 hr/wk for ≥1yr The strength of motivational biases Single session training significantly decreased automatic action tendencies to approach gaming cues
relationships. They did not consider a potential negative impact of problematic gaming on family members or friends. Consider to define the term “relationship” more clearly. “I don't know how to interpret the