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16.371  Articles
1 of 1.638 pages  |  10  records  |  more records»
This article points out that during the pandemic of SARS-CoV-2 virus and quarantine, people who were already addicted to the Internet, video games or TV, this was exacerbated in most cases. Other people have had to adapt to the economic and social life ge... see more

Virtual addictions are more and more frequent and affect various audiences who are no longer limited to adolescents. This review will discuss the various points to be taken into account in the management of these addictions as well as the interest and pla... see more

Although the therapeutic potential of virtual reality has been foreseen since over half a century ago, the lack of graphical processing power made it impossible to apply in medical therapeutic sciences until last decade; nowadays, the hardware required fo... see more

Virtual addiction is, like all addictions, first and foremost an attempt to find a SOLUTION by a patient, faced with a problem in their relationship to the world, to others or to themselves. This attempt at a solution, not being the best, becomes a PROBLE... see more

Dysfunctional thoughts contribute to the development and maintenance of gambling disorder. Although studies in the gambling field have mostly documented dysfunctional thoughts specific to gambling (gambling-specific thoughts; GSTs), gamblers also manifest... see more

Dysfunctional thoughts contribute to the development and maintenance of gambling disorder. Although studies in the gambling field have mostly documented dysfunctional thoughts specific to gambling (gambling-specific thoughts; GSTs), gamblers also manifest... see more

The field of technological behavioural addictions is moving towards specific problems (i.e., gaming disorder). However, more evidence of generalised versus specific Internet use-related addiction problems (generalised pathological Internet use (GPIU) vs. ... see more

Background:With introduction of new technologies, mainly computers and internet, the lives of societies are being transferred more often to virtual reality. What happens to be one of the greatest achievements of human kind, being able to archive all of ac... see more

This study's objectives are 1) to determine the symptoms of students addicted to the Mobile Legends online game (MOBA). 2) to know the factors that influence students' addiction to the MOBA game. 3) to know the impact of addiction to the MOBA game on stud... see more

1 of 1.638 pages  |  10  records  |  more records»