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13.030  Articles
1 of 1.303 pages  |  10  records  |  more records»
Recently the use of implicit memory associations has expanded in the addiction literature to include the assessment of video gaming and gambling. However, the issue with memory associations lies in the open-ended nature of the answers that must be coded, ... see more

Research has shown that performance in visual domains depends on domain-specific cognitive and perceptual adaptations that result from extensive practice. However, less is known about processes and factors that underpin the acquisition of such adaptations... see more

We aim to build a new theory of highly committed problematic video gaming based on rich qualitative data and to compare it to existing theories. To do this, we used hermeneutic analytical methods and grounded theory methodology to analyze 125 hours of rec... see more

Although gambling-related behavior develops in preadolescence, there is a scarcity of research into the early socialization processes in this specific age cohort. For this study, preadolescents’ early perceptions of and practices relating to games of chan... see more

The main aim of this study is to improve our knowledge on Internet Gaming Disorder (IGD), contributing to a common discourse concerning its risk profiles. Specifically, the study aims to assess the prevalence of addicted gamers among Italian online and of... see more

Recently there has been growing interest in identifying links between video game playing and problem gambling. As video games continue to take on more gambling-like elements such as loot boxes, there is rising concern that they represent a potential pathw... see more

Despite the convergence of the gambling and gaming worlds, the majority of studies of gambling behaviour are void of gaming behaviour and vice versa. Further, many studies examine specific age ranges rather than covering the entire span of adolescence and... see more

Abstrak: Kecanduan game online adalah salah satu gaming disorder yang memicu kekhawatiran World Health Organization. Esports adalah olahraga digital yang menggunakan game online sebagai arena pertandingan. Pelonjakan jumlah peminat dan kekhawatiran t... see more

Along with the development of information and communication technology in the era of the     industrial revolution 4.0, the need for consuming social media for someone will increase. Youtube is a video provider application, users c... see more

1 of 1.303 pages  |  10  records  |  more records»