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Number Vol 46: Winter 2020/21 Year 2020

15 articles in this issue 

Sasha Stark,Jennifer Reynolds,Jamie Wiebe

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

 

Gillian E H Russell,Autumn C Puttick,Damien T Spilchen,Robert Williams,James Sanders

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

 

Samantha J Hollingshead,Hyoun S Kim,Matthew Rockloff,Daniel S McGrath,David C Hodgins,Michael J A Wohl

Social casino games (i.e., online, free to play casino-like games) share many similar visual, auditory and structural game mechanics as gambling games. Given the similarities between the two activities, it is not uncommon for people to migrate from social... see more

 

Samuel M Tham,Gregory P Perreault

Mobile games featuring the loot-box design are associated with gambling because of the uncertainty in the value of the purchase and the propensity for gamers to keep spending. Role-playing games (RPGs) have been associated with gaming disorders because of... see more

 

Mark van der Maas,Hayley A Hamilton,Jacob Wolpin,Anca R Ialomiteanu,Jürgen Rehm,Robert E Mann,Nigel E Turner,Gina Stoduto

There is growing evidence of correlations between the amount of time spent using electronic devices in leisure and negative health outcomes. However, studies often lack indicators of problematic technology use, rarely investigate relationships between suc... see more

 

Claudia Venuleo,Lucrezia Ferrante,Simone Rollo

Scholars have highlighted the role of negative affect as key correlates of Problematic Internet Use (PIU). According to the assumption that Internet-related behaviours can be seen as mechanisms to cope with everyday life (Kardefelt-Winther, 2017), the pre... see more

 

Akiyo Shoun,Akira Sakamoto,Yukiko Horiuchi,Kumiko Akiyama,Hitoshi Ishida,Kikunori Shinohara,Yasunobu Komoto,Taku Sato,Naoyuki Nishimura,Nobuo Makino

To understand individuals' pachinko/pachislot playing behavior, one of the major games in Japan, we conducted a national study of Japanese residents between 18 and 79 years old. From resident records, in which all Japanese citizens are registered, 9,000 i... see more

 

Chanel J Larche,Peter Tran,Tyler B Kruger,Navi Dhaliwal,Mike J Dixon

Playing video games to escape daily life is associated with problem video gaming and depression. Playing to escape is an especially common motive among players of role-playing games (RPGs). Given that RPGs are highly immersive, a possible source of positi... see more

 

Erika Puiras,Shayna Cummings,Dwight Mazmanian

This study examines negative and positive escapism in gamblers, gamers, and individuals who gamble and game. University students (N = 387) completed a battery of online questionnaires that included a demographic information scale, measures of the frequenc... see more

 

Jeffery Biegun,Jason D Edgerton,Matthew T Keough

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

 

Roberta Biolcati,Stefano Passini,Virginia Pupi

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

 

Bieke Zaman,Maarten Van Mechelen,Rozane De Cock,Jonathan Huyghe

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

 

Marie-Claire Conlin,Elizabeth Sillence

Smartphones are now a ubiquitous part of daily life for adolescents in the United Kingdom, who use their phones for a multitude of reasons beyond calling or texting. To date, little qualitative research has been conducted with adolescent smartphone users ... see more

 

Stephanie Derrington,Shaun Star,Sarah J Kelly

The recent exponential increase in the presence of loot boxes and other forms of microtransactions in online games, together with the consequential development of a “token economy,” have created regulatory challenges around the world. The similarities bet... see more