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Journal of Behavioral Addictions
Authors: Olatz Lopez-Fernandez, Niko Männikkö, Maria Kääriäinen, Mark D. Griffiths and Daria J. Kuss

mobile gamers playing freemium games ( Deloitte, 2015 ). According to a Deloitte ( 2014 ) report, mobile games represent one of the fastest growing sectors of the mobile application industry in Europe. Europeans have adopted mobile games, which have

Open access

The relationship between gaming disorder and addiction requires a behavioral analysis

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

Journal of Behavioral Addictions
Authors: Richard J. E. James and Richard J. Tunney

and predictors of disorder in the general population. Mobile Gaming and Pathological Gambling Criteria The recommendations of Aarseth et al.’s ( 2016 ) paper are important for determining the appropriate diagnostic criteria

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Mobile gaming is a subset of video-gaming attracting players of all ages. In 2018 it was estimated that mobile gaming accrued approximately $68.5 billion in revenue globally ( Wijman, 2019 ). Of interest to game designers, and to those concerned

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intelligence platform, also reported that European mobile game download volume reached a record high (increasing by 19%) in March 2020, when strict lockdown measures were implemented ( Broughton, 2020 ). Alarming information on the outbreak in the media has

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Balancing between prejudice and fact for Gaming Disorder: Does the existence of alcohol use disorder stigmatize healthy drinkers or impede scientific research?

Commentary on “Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal”

Journal of Behavioral Addictions
Authors: Seung-Yup Lee, Hyekyung Choo and Hae Kook Lee

). Considering the increasing popularity of online and mobile gaming around the globe ( Entertainment Software Association, 2016 ; Korea Creative Content Agency, 2015 ), these problems are not confined to Eastern Asia. Consensus issues in

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Addressing problematic video game use: A multimethod, dual-context perspective on leisure-time use

Commentary on: Policy responses to problematic video game use: A systematic review of current measures and future possibilities (Király et al., 2018)

Journal of Behavioral Addictions
Authors: Antonius J. Van Rooij and Laura M. Nijkamp

impact of interactive media use does not account for the inherent diversity of new virtual environments. There is a clear difference between “zoning out” in a mobile game like Candy Crush at a bus stop, physical exercise when playing Pokemon Go

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truth about mobile gaming . CNBC . Retrieved from http://www.cnbc.com/2015/08/03/the-shocking-truth-about-mobile-gaming.html Wood , R

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classified into IGD and non-IGD groups according to the cut-off point of the IGDT-10. The demographic data and relevant characteristics of mobile gaming were further compared between these two groups using a χ 2 test or t -test. p  < .05 was considered

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Journal of Behavioral Addictions
Authors: Orsolya Király, Mark D. Griffiths, Daniel L. King, Hae-Kook Lee, Seung-Yup Lee, Fanni Bányai, Ágnes Zsila, Zsofia K. Takacs and Zsolt Demetrovics

Internet gaming industry grew rapidly over the past few years in South Korea and in 2014, the Korean online and mobile game market respectively comprised for 19.1% and 14.3% in the global game market ( Korea Creative Content Agency, 2015 ). The

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and results at https://tinyurl.hu/m30E/ ), – innovations following current educational trends ( Könczey, 2014 ), for example, a mobile game app N2Kaland. Figure 3. Pupils participating in the Életjelek

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