Results: The prevalence of pathological gaming was similar to that in other countries (9%). Greater amounts of gaming, lower social competence, and greater impulsivity seemed to act as risk factors for becoming pathological gamers, whereas depression, anxiety, social phobias, and lower school performance seemed to act as outcomes of pathological gaming.
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Two year longitudinal study of videogame addiction among Singaporean youths (... - 0 views
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Playing Games May Improve 'Lazy Eye' Symptoms, Suggests Study - 5 views
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