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implies considering both the potential detriments and benefits of Internet and video game use. There are several ways of using video games and Internet-based activities, which are adaptive, productive, and socially significant and which increase the

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Introduction As an integral feature of many modern video games, loot boxes offer players the chance to digitally unwrap a container that contains a random virtual prize ( Rockloff et al., 2020; Zendle, Meyer, Cairns, Waters, & Ballou, 2020 ). This

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Journal of Behavioral Addictions
Authors: Nerilee Hing, Alex M. T. Russell, Gabrielle M. Bryden, Philip Newall, Daniel L. King, Matthew Rockloff, Matthew Browne, and Nancy Greer

Introduction Playing video games is nearly ubiquitous amongst adolescents in many countries. In Australia, over 80% of children aged 5–17 years play video games for an average of 1–2 h each day ( Brand, Jervis, Huggins

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when not playing Internet games, (c) an increasing need over time to spend more and more time playing video games (i.e., tolerance), (d) failed attempts to stop or curb Internet gaming, (e) loss of interest in other activities such as hobbies, (f

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The “ABCDE” of video gaming control: Arguments, basic research, conceptual models, documented lessons, and evaluation

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
Author: Shek Daniel T. L.

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 video games, there is a need to

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Problematic gaming exists and is an example of disordered gaming

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

Journal of Behavioral Addictions
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 video games 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

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Journal of Behavioral Addictions
Authors: Ricardo B. Viana, Rodrigo L. Vancini, Wellington F. Silva, Naiane S. Morais, Vinnycius N. de Oliveira, Marília S. Andrade, and Claudio A. B. de Lira

usage of exergames as a coping strategy for social isolation in a home-based environment during the COVID-19 outbreak and the recommended social distancing period. Exergames, a new generation of video games also known as exergaming or active video games

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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 video games among traditional sport clubs, such as Manchester City

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Journal of Behavioral Addictions
Authors: Michelle Colder Carras, Vasileios Stavropoulos, Frosso Motti-Stefanidi, Alain Labrique, and Mark D. Griffiths

. , Kvedar , J. , Griffiths , M. D. , Carabas , Y. , & Labrique , A. ( 2018 ). Commercial video games as therapy: A new research agenda to unlock the potential of a global pastime . Frontiers in Psychiatry , 8 , 300 . https://doi.org/10

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