Authors:Céline Bonnaire, Zéphyr Serehen and Olivier Phan
implies considering both the potential detriments and benefits of Internet and video game use. There are several ways of using videogames and Internet-based activities, which are adaptive, productive, and socially significant and which increase the
Authors:Frank D. Buono, Mark D. Griffiths, Matthew E. Sprong, Daniel P. Lloyd, Ryan M. Sullivan and Thomas D. Upton
when not playing Internet games, (c) an increasing need over time to spend more and more time playing videogames (i.e., tolerance), (d) failed attempts to stop or curb Internet gaming, (e) loss of interest in other activities such as hobbies, (f
Authors:Mark D. Griffiths, Daria J. Kuss, Olatz Lopez-Fernandez and Halley M. Pontes
ICD-11 “ will cause significant stigma to the millions of children who play videogames as a part of a normal, healthy life ” (p. 1).
No one in the field that has collected and published empirical data concerning problematic gaming will argue
warning messages and making the games less addictive. Finally, preventive and treatment programs and services for problematic gamers were reviewed.
In this commentary, it is proposed that when we consider controls of videogames, there is a need to
Authors:Thomas Chung, Simmy Sum, Monique Chan, Ely Lai and Nanley Cheng
games, players experience virtual simulations of real sports. The Fédération Internationale de Football Association football game series is one of the most popular sports simulator videogames among traditional sport clubs, such as Manchester City
possibility of changes in public policy. Public concerns about the effects of videogames, whether it be aggression, addiction, or other forms of harm are common, but the research is at best equivocal.
The purpose of this commentary is to focus on two
The popularity and permanence of information and communication technologies (ICTs) has become evident; the Internet, mobile phones, and videogames have taken on an important role in the socialization process