Problematic video game use as an emotional coping strategy: Evidence from a sample of MMORPG gamers
Background A positive relationship between problematic gaming and escapism motivation
to play video games has been well established, suggesting that problematic gaming may …
to play video games has been well established, suggesting that problematic gaming may …
The potential interaction between time perception and gaming: A narrative review
FM Nuyens, DJ Kuss, O Lopez-Fernandez… - International Journal of …, 2020 - Springer
Compromised time control is a variable of interest among disordered gamers because time
spent on videogames can directly affect individuals' lives. Although time perception appears …
spent on videogames can directly affect individuals' lives. Although time perception appears …
Digital emotion regulation in everyday life
Two decades of focus on User Experience has yielded an array of digital technologies that
help people experience, understand and share emotions. Although the effects of specific …
help people experience, understand and share emotions. Although the effects of specific …
Compensatory video gaming. Gaming behaviours and adverse outcomes and the moderating role of stress, social interaction anxiety, and loneliness
K Koban, J Biehl, J Bornemeier… - Behaviour & Information …, 2022 - Taylor & Francis
Based on the general assumption that even problematic behaviours are associated with an
inherently health-promoting motivation to cope with unpleasant or unsatisfying life situations …
inherently health-promoting motivation to cope with unpleasant or unsatisfying life situations …
29. Emotional Intelligence
SE Rivers, IJ Handley-Miner, JD Mayer… - by RJ Stenberg. 2nd …, 2020 - cambridge.org
The term “emotional intelligence” first appeared in the psychological literature in 1990 and
was defined as “the ability to monitor one's own and others' feelings and emotions, to …
was defined as “the ability to monitor one's own and others' feelings and emotions, to …
Problematic Gaming and Students' Academic Performance: A Systematic Review
AKD Alzahrani, MD Griffiths - International Journal of Mental Health and …, 2024 - Springer
Introduction Research indicates that videogames can have many benefits. However, gaming
can be problematic for some individuals. Consequently, over the past two decades …
can be problematic for some individuals. Consequently, over the past two decades …
Emotion dysregulation mediates the relationship between psychological distress, symptoms of exercise addiction and eating disorders: A large-scale survey among …
In several theoretical models, exercise addiction is linked to emotion regulation and eating
disorders. However, to date, the role of emotion regulation in exercise addiction is poorly …
disorders. However, to date, the role of emotion regulation in exercise addiction is poorly …
“I need to just have a couple of White claws and play animal crossing tonight”: Parents coping with video games during the COVID-19 pandemic.
The COVID-19 pandemic was an incredibly stressful time for parents of school-age children.
Supervising remote schooling while also balancing work and life demands, in addition to …
Supervising remote schooling while also balancing work and life demands, in addition to …
La enseñanza y aprendizaje de las Ciencias Sociales a través del patrimonio, videojuegos y emociones. Estudio de caso en un IES de Huelva (España)
R Jiménez-Palacios, JMC López - … Rei. Revista digital de Historia y …, 2021 - revistas.um.es
La educación patrimonial a menudo se ha relacionado con el desarrollo de nuevas
estrategias metodológicas, determinando la realización de buenas prácticas en el proceso …
estrategias metodológicas, determinando la realización de buenas prácticas en el proceso …
[PDF][PDF] What happens while waiting in virtual reality? A comparison between a virtual and a real waiting situation concerning boredom, self-regulation, and the …
Virtual environments are typically associated with entertainment and a fast subjective
passage of time. This study examined the opposite effect by exposing participants (n= 83) to …
passage of time. This study examined the opposite effect by exposing participants (n= 83) to …