Video gaming in a hyperconnected world : a cross-sectional study of heavy gaming, problematic gaming symptoms, and online socializing in adolescents
dc.contributor.author | Carras, Michelle | |
dc.contributor.author | Van Rooij, Antonius J. | |
dc.contributor.author | Van de Mheen, Dike | |
dc.contributor.author | Musci, Rashelle | |
dc.contributor.author | Xue, Qian-Li | |
dc.contributor.author | Mendelson, Tamar | |
dc.date.accessioned | 2021-10-24T03:17:17Z | |
dc.date.available | 2021-10-24T03:17:17Z | |
dc.date.issued | 2017 | |
dc.identifier.issn | 0747-5632 | |
dc.identifier.uri | https://imec-publications.be/handle/20.500.12860/27975 | |
dc.source | IIOimport | |
dc.title | Video gaming in a hyperconnected world : a cross-sectional study of heavy gaming, problematic gaming symptoms, and online socializing in adolescents | |
dc.type | Journal article | |
dc.source.peerreview | yes | |
dc.source.beginpage | 472 | |
dc.source.endpage | 479 | |
dc.source.journal | Computers in Human Behavior | |
dc.source.volume | 68 | |
dc.identifier.url | https://www.sciencedirect.com/science/article/pii/S0747563216308093 | |
imec.availability | Published - imec |
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