online gamingOnline Gaming experience was significantly and negatively related to gamers' mental healthMental health. Nevertheless, social componentsSocial components in social gamingGaming could not moderate the negative impact of online gamingOnline Gaming experience on gamers' mental healthMental health. ...
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Studies have shown that pathological involvement with computer or video games is related to excessive gaming binges and aggressive behavior. Our aims for this study were to longitudinally examine if pathological gaming leads to increasingly excessive gaming habits, and how pathological gaming may cause ...
Getting to the bottom of the teen mental health crisis From identifying the effects of social media and the COVID-19 pandemic, to overcoming stigma and expanding accessibility to care, there’s lots to unpack around teen mental health. How do we help tomorrow’s workforce today? The stakes a...
Studies such as the one outlined here can help to provide more depth and breadth to understanding the impact of gaming on individuals. Together withother studiesthat have also shown the positive effects of video gameplay, this research can help policymakers and organizations that are involved in...
There is little research on the effects of social deprivation or isolation on human adolescent development or on adult humans in general. Several studies have focused on loneliness in humans and have reported a connection between self-reported loneliness and mental health problems.30 However, such st...
The relationship between gaming time and gaming disorder can be moderated by other variables. This study aimed to test the moderating role of mental health. Participants (N = 461) were recruited online. Gaming time was a statistically significant predictor of gaming disorder risk, with an exp...
[in terms of their sense of well-being]. It wasn't the quantity of gaming, but the quality that counted…if they felt they had to play, they felt worse. If they played because they loved it, then the data did not suggest it affected their mental health. It seemed to give them a ...
Therefore, besides studying the general effects of mental health and entertainment-focused introduction messages, the current study explored the role of mental health symptoms on the effect of explicit mental health messages on motivation and affective engagement. The aim of the current study was to ...
根据第一段第一句“Gaming ad- diction is to be listed as a mental health condition for the first time by the World Health Organization (WHO)”可知,世界卫生组织将首次把游戏成瘾列为 一种心理健康疾病。 ] 2.B [考查细节理解。 根据第二段第二句中的“Be- cause I see about 50 new cases of ...