The effects of playing video games on stress, anxiety, depression, loneliness, and gaming disorder during the early stages of the COVID-19 pandemic: PRISMA …

F Pallavicini, A Pepe, F Mantovani - … , Behavior, and Social …, 2022 - liebertpub.com
During the initial phases of the COVID-19 pandemic, playing video games has been much
more than just a pastime. Studies suggested that video games for many individuals have …

[HTML][HTML] Commercial off-the-shelf video games for reducing stress and anxiety: systematic review

F Pallavicini, A Pepe, F Mantovani - JMIR mental health, 2021 - mental.jmir.org
Background Using commercial off-the-shelf video games rather than custom-made computer
games could have several advantages for reducing stress and anxiety, including their low …

[HTML][HTML] Are there differences in video gaming and use of social media among boys and girls?—A mixed methods approach

M Leonhardt, S Overå - … journal of environmental research and public …, 2021 - mdpi.com
Gaming is widespread among adolescents and has typically been viewed as an activity for
boys. There are however a growing number of female gamers and we need to learn more …

Understanding highly engaged adolescent gamers: Integration of gaming into daily life and motivation to play video games

J Razum, A Huić - Behaviour & information technology, 2023 - Taylor & Francis
It is assumed that many adolescent gamers who play intensively are highly engaged rather
than problematic gamers and that they mostly do not experience negative consequences …

Digital object attachment

B Koles, P Nagy - Current Opinion in Psychology, 2021 - Elsevier
Digital object attachment is a complex phenomenon that has received little attention in the
extant literature. The purpose of the current article is to develop a conceptual model to clarify …

[HTML][HTML] An exploration of the possible educational opportunities and the challenges at the intersection of the physical and digital worlds occupied by 10–14 year-old …

N Bogiannidis, J Southcott, M Gindidis - Smart Learning Environments, 2023 - Springer
In developed countries, digital technologies are disrupting every facet of students' lives. It is
no longer an option to turn off devices and disconnect from the outside world at the school …

Investigating quality factors of interactive fitness games based on Kano model

Q Jiang, Z Wang, J Sun - Kybernetes, 2023 - emerald.com
Purpose The rise of interactive fitness games in the post-epidemic era has resulted in the
need to establish a quality evaluation index system. This study aims to develop such a …

[HTML][HTML] Role of social capital in adolescents' online gaming: A longitudinal study focused on the moderating effect of social capital between gaming time and …

GM Kim, EJ Jeong, JY Lee, JH Yoo - Frontiers in Psychology, 2022 - frontiersin.org
Adolescents often create social relationships with their gaming peers who take on the role of
offline friends and peer groups. Through collaboration and competition in the games, the …

Time spent playing video games during periods of isolation has no effect on loneliness or mental health

S Hodgetts, J Butler, GP Williams - Behaviour & Information …, 2023 - Taylor & Francis
Video games are a ubiquitous form of entertainment that also have the potential to fulfil the
socialisation needs of players. In recent years, policy makers and healthcare providers have …

[HTML][HTML] Interpersonal guilt and problematic online behaviors: the mediating role of emotion dysregulation

A Russo, G Santoro, A Schimmenti - Clinical Neuropsychiatry, 2022 - ncbi.nlm.nih.gov
Objective The positive association between problematic Internet use (PIU) and emotion
dysregulation (ED) is well documented. Research has also found that interpersonal guilt is …