Show simple item record

dc.contributor.authorCarras, Michelle
dc.contributor.authorVan Rooij, Antonius J.
dc.contributor.authorVan de Mheen, Dike
dc.contributor.authorMusci, Rashelle
dc.contributor.authorXue, Qian-Li
dc.contributor.authorMendelson, Tamar
dc.date.accessioned2021-10-24T03:17:17Z
dc.date.available2021-10-24T03:17:17Z
dc.date.issued2017
dc.identifier.issn0747-5632
dc.identifier.urihttps://imec-publications.be/handle/20.500.12860/27975
dc.sourceIIOimport
dc.titleVideo gaming in a hyperconnected world : a cross-sectional study of heavy gaming, problematic gaming symptoms, and online socializing in adolescents
dc.typeJournal article
dc.source.peerreviewyes
dc.source.beginpage472
dc.source.endpage479
dc.source.journalComputers in Human Behavior
dc.source.volume68
dc.identifier.urlhttps://www.sciencedirect.com/science/article/pii/S0747563216308093
imec.availabilityPublished - imec


Files in this item

FilesSizeFormatView

There are no files associated with this item.

This item appears in the following collection(s)

Show simple item record