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1. Problematic internet use among adults:a cross-cultural study in 15 countries

2. Development and validation of the Reward Deficiency Syndrome Questionnaire (RDSQ-29)

3. Prevalence of problematic internet use during the COVID-19 pandemic

6. Learning to deal with Problematic Usage of the Internet / Revised Edition

9. Learning to deal with Problematic Usage of the Internet

10. Including Gaming Disorder in the ICD-11: The Need to Do so from a Clinical and Public Health Perspective

11. Measurement invariance of the short version of the problematic mobile phone use questionnaire (PMPUQ-SV) across eight languages

13. Problematic Social Media Use: Results from a Large-Scale Nationally Representative Adolescent Sample

14. Self-reported dependence on mobile phones in young adults:a European cross-cultural empirical survey

16. The conceptualisation and measurement of DSM-5 Internet Gaming Disorder: the development of the IGD-20 Test

17. Prevalence of problematic internet use in Slovenia

19. A case-control study for psychiatric comorbidity and associative factors of gaming disorder and hazardous gaming based on ICD-11 criteria: Cognitive control, emotion regulation, and reinforcement sensitivity.

20. User-avatar bond as diagnostic indicator for gaming disorder: A word on the side of caution.

21. Gender-specific motivational pathways in ADHD-related inattention and gaming disorder symptoms.

22. Longitudinal trait and state-like differences in the components model of addiction: An illustration through social media addiction and work addiction.

23. Comparing psychopathological symptoms, life satisfaction, and personality traits between the WHO and APA frameworks of gaming disorder symptoms: A psychometric investigation.

24. How much gaming is too much? An analysis based on psychological distress.

25. Validation of the Ten-Item Internet Gaming Disorder Test (IGDT-10) and its association with functional impairment in Brazilian gamers.

26. The emerging evidence on the association between symptoms of ADHD and gaming disorder: A systematic review and meta-analysis.

27. Heterogeneity of gaming disorder: A clinically-based typology for developing personalized interventions.

28. The Potential Harm of Gambling Streams to Minors.

29. Psychometric Properties of the Persian Version of the Gaming Motivation Scale.

30. Gaming disorder: A summary of its characteristics and aetiology.

31. Safer esports for players, spectators, and bettors: Issues, challenges, and policy recommendations.

32. The concept of recovery in gaming disorder: A scoping review.

33. Problematic Internet Use among Adults: A Cross-Cultural Study in 15 Countries.

34. The associations of adolescent problematic internet use with parenting: A meta-analysis.

35. Advances in problematic usage of the internet research - A narrative review by experts from the European network for problematic usage of the internet.

36. A comprehensive model to understand and assess the motivational background of video game use: The Gaming Motivation Inventory (GMI).

37. Prevalence of problematic Internet use during the coronavirus disease 2019 pandemic.

38. Gambling Features and Monetization in Video Games Create Challenges for Young People, Families, and Clinicians.

40. Psychometric Assessment of the Motives for Online Gaming Questionnaire Among Iranian Gamers.

41. Mental Health and Wellbeing in Lithuanian Medical Students and Resident Doctors During COVID-19 Pandemic.

42. FOXN3 and GDNF Polymorphisms as Common Genetic Factors of Substance Use and Addictive Behaviors.

43. Polysubstance Use Is Positively Associated with Gaming Disorder Symptom Severity: A Latent Class Analytical Study.

44. Problematic use of the internet during the COVID-19 pandemic: Good practices and mental health recommendations.

45. Expert appraisal of criteria for assessing gaming disorder: an international Delphi study.

46. Compulsive Internet Use Scale: Psychometric Properties and Associations With Sleeping Patterns, Mental Health, and Well-Being in Lithuanian Medical Students During the Coronavirus Disease 2019 Pandemic.

47. Who complies with coronavirus disease 2019 precautions and who does not?

48. Psychometric Properties of the Nine-Item Problematic Internet Use Questionnaire in a Brazilian General Population Sample.

49. The Moderating Role of Coping Mechanisms and Being an e-Sport Player Between Psychiatric Symptoms and Gaming Disorder: Online Survey.

50. Psychometric Properties of the Nine-Item Problematic Internet Use Questionnaire (PIUQ-9) in a Lithuanian Sample of Students.

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