Current status of internet gaming disorder (IGD) in Japan: new lifestyle-related disease in children and adolescents

G Imataka, R Sakuta, A Maehashi… - Journal of Clinical …, 2022 - mdpi.com
The World Health Organization recognizes internet gaming disorder (IGD) as a disorder that
causes problems in daily life as a result of excessive interest in online games. The causes of …

The effectiveness of interventions to reduce excessive mobile device usage among adolescents: A systematic review

S Mac Cárthaigh - Neurology, Psychiatry and Brain Research, 2020 - Elsevier
Introduction Excessive mobile device usage has been linked to poor sleep quality and
quantity and impaired mental health among adolescents. In light of these findings, a …

The show must go on: Why Korea lost its first-mover advantage in Esports and how it can become a major player again

HM Kim, S Kim - Technological Forecasting and Social Change, 2022 - Elsevier
Korea was once a first mover in the field of esports and could have been the top esports
powerhouse due to its unrivaled information and communications technology infrastructure …

Ex-post evaluation of illegalizing juvenile online game after midnight: A case of shutdown policy in South Korea

C Lee, H Kim, A Hong - Telematics and Informatics, 2017 - Elsevier
Abstract In November 2011, the Korean government legalized blocking access to online
games for youths younger than age 16 late at night; this is called the shutdown policy. Using …

Directing technology addiction research in information systems: Part II. Understanding technology addiction

A Serenko, O Turel - ACM SIGMIS Database: the DATABASE for …, 2022 - dl.acm.org
In this second part of a series of articles to direct technology addiction research in the
information systems discipline, we discuss the history, conceptualization, and measurement …

[PDF][PDF] Perceived value of video games, but not hours played, predicts mental well-being in adult Nintendo players

N Ballou, M Vuorre, T Hakman, K Magnusson… - Preprint …, 2024 - vuorre.com
Studies on video games and well-being often rely on self-report measures or data from a
single game. Here, we study how 703 US adults' time spent playing for over 140,000 hours …

[HTML][HTML] Experience of Legal Regulation of Lootboxes in Different Countries: a Comparative Analysis

S Pour - Journal of Digital Technologies and Law, 2024 - cyberleninka.ru
Objective: to show how the use of a new business model called Loot boxes, on which
modern video games are based, has become a legal problem for jurisdictions in different …

[PDF][PDF] Independent Game Production in Southern China

H Davies - Media Industries (MIJ), 2024 - journals.publishing.umich.edu
This article examines the interplay between commerce and creativity within Southern
China's game development by examining three sites of tension within that media production …

[KNIHA][B] De la médecine technicienne à la santé écologique. Repenser la bioéthique

JA Gagnon, MH Parizeau - 2021 - books.google.com
Les innovations technologiques s' accélèrent en créant de fortes convergences techniques
comme en témoigne l'essor du numérique et de l'intelligence artificielle. En s' insinuant …

Problematic internet use, nomophobia, and social media addiction

S Udayanga - The Palgrave handbook of global social problems, 2022 - Springer
Problematic Internet use refers to the excessive and compulsive use of Internet, which
disrupts one's obligatory tasks and impairs daily functioning. Problematic Internet use leads …