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results. Most of the participants showed a reliable improvement, however, a minority showed no reliable change or even a reliable deterioration. Exploratory growth models revealed more beneficial effects in more impaired individuals. The other potential

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Introduction Problematic internet gaming has been reported in many countries worldwide and is increasingly common among a small minority of adolescents ( Cheng, Cheung, & Wang, 2018 ; Feng, Ramo, Chan, & Bourgeois, 2017

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cue reactivity in the reward network of addictive subjects in comparison to healthy subjects was only found in a minority of the studies as summarized in a most recent review by Antons et al. (2020) . From this summary, the conclusion can be drawn

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Introduction With around 2.5 billion gamers worldwide, playing video games is an extremely popular pastime ( Statista, 2019 ). For a minority, however, it is associated with negative consequences such as sleep problems, headache, loneliness, low

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start only from the consensus reached in the 1970s that exercise, despite its clear positive consequences for health, can become a pathogenic behaviour with negative consequences for a minority of individuals. However, the future incorporation of

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Journal of Behavioral Addictions
Authors: Martina Goslar, Max Leibetseder, Hannah M. Muench, Stefan G. Hofmann, and Anton-Rupert Laireiter

minority stress approach . Journal of Consulting and Clinical Psychology , 83 , 875 – 889 . https://doi.org/10.1037/ccp0000037 . 10.1037/ccp0000037 Pallesen , S. , Lorvik , I. M

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ICD-11 Gaming Disorder: Needed and just in time or dangerous and much too early?

Commentary on: Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal (Aarseth et al.)

Journal of Behavioral Addictions
Author: Wim van den Brink

)]. And just like with drinking or cannabis use, probably only a small minority of gamers develop such problems and just as with drinking and cannabis use, genetic predispositions and personality characteristics play an important role in the change from

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disorder affecting a minority of individuals. Starcevic ( 2017 ) also appears to claim that those working in the IGD field and who conceptualize IGD as an addiction assume that persistent gaming behavior is engaged in as a way of avoiding withdrawal

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Introduction Social media is increasingly being used for communicating, learning, and collaborating, and for a small minority has become a potential problematic, compulsive, and/or addictive habit ( Kuss & Griffiths, 2017

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Introduction Gambling has become a widely viewed socially acceptable form of recreation ( Stucki & Rihs-Middel, 2007 ) and is an enjoyable and harmless activity for most individuals. However, for a small minority, severe

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