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dc.contributor.authorToresson, Theo
dc.date.accessioned2019-01-24T10:23:09Z
dc.date.available2019-01-24T10:23:09Z
dc.date.issued2019-01-14
dc.identifier.urihttp://hdl.handle.net/2077/58693
dc.description.abstractProblematic gaming has been known to clinicians and researchers for decades. In recent years the phenomenon has received enough attention to give rise to a debate on classification as a disorder. The purpose of this study was to investigate the prevalence of problematic gaming within different games and describe the communities of high risk games in terms of demographics, monetary habits, gaming behavior and gaming motivations. The sample included 19183 respondents recruited through social media. A self-report instrument for Internet Gaming Disorder (IGD) was used to classify disordered gamers. The results showed an IGD prevalence ranging from 10,2% to 39,5% depending on the game, and varying gaming behavior within four high risk games which is discussed in relation to eSport, mobile gaming and design patterns.sv
dc.language.isoengsv
dc.titleThe relationship between Internet Gaming Disorder and popular game titles in 2018sv
dc.typeText
dc.setspec.uppsokSocialBehaviourLaw
dc.type.uppsokH2
dc.contributor.departmentUniversity of Gothenburg/ Department of Psychologyeng
dc.contributor.departmentGöteborgs universitet/Psykologiska institutionenswe
dc.type.degreeStudent essay


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