These tools will no longer be maintained as of December 31, 2024. Archived website can be found here. PubMed4Hh GitHub repository can be found here. Contact NLM Customer Service if you have questions.


BIOMARKERS

Molecular Biopsy of Human Tumors

- a resource for Precision Medicine *

398 related articles for article (PubMed ID: 18721098)

  • 21. Massively multiplayer online role-playing game-induced seizures: a neglected health problem in Internet addiction.
    Chuang YC
    Cyberpsychol Behav; 2006 Aug; 9(4):451-6. PubMed ID: 16901249
    [TBL] [Abstract][Full Text] [Related]  

  • 22. Problematic video game use: estimated prevalence and associations with mental and physical health.
    Mentzoni RA; Brunborg GS; Molde H; Myrseth H; Skouverøe KJ; Hetland J; Pallesen S
    Cyberpsychol Behav Soc Netw; 2011 Oct; 14(10):591-6. PubMed ID: 21342010
    [TBL] [Abstract][Full Text] [Related]  

  • 23. The prevalence of problematic video gamers in the Netherlands.
    Haagsma MC; Pieterse ME; Peters O
    Cyberpsychol Behav Soc Netw; 2012 Mar; 15(3):162-8. PubMed ID: 22313358
    [TBL] [Abstract][Full Text] [Related]  

  • 24. Social interactions in massively multiplayer online role-playing gamers.
    Cole H; Griffiths MD
    Cyberpsychol Behav; 2007 Aug; 10(4):575-83. PubMed ID: 17711367
    [TBL] [Abstract][Full Text] [Related]  

  • 25. The Connection Between Introversion/Extraversion and Social Capital Outcomes of Playing World of Warcraft.
    Reer F; Krämer NC
    Cyberpsychol Behav Soc Netw; 2017 Feb; 20(2):97-103. PubMed ID: 28170308
    [TBL] [Abstract][Full Text] [Related]  

  • 26. Impulsivity in Multiplayer Online Battle Arena Gamers: Preliminary Results on Experimental and Self-Report Measures.
    Nuyens F; Deleuze J; Maurage P; Griffiths MD; Kuss DJ; Billieux J
    J Behav Addict; 2016 Jun; 5(2):351-6. PubMed ID: 27156376
    [TBL] [Abstract][Full Text] [Related]  

  • 27. Game Identity-Based Motivations of Playing World of Warcraft and Their Psychological Outcomes.
    Obst PL; Zhao X; White KM; O'Connor EL; Longman H
    Cyberpsychol Behav Soc Netw; 2018 Oct; 21(10):655-660. PubMed ID: 30334651
    [TBL] [Abstract][Full Text] [Related]  

  • 28. The effect of social support derived from World of Warcraft on negative psychological symptoms.
    Longman H; O'Connor E; Obst P
    Cyberpsychol Behav; 2009 Oct; 12(5):563-6. PubMed ID: 19817567
    [TBL] [Abstract][Full Text] [Related]  

  • 29. Examining the influence of actual-ideal self-discrepancies, depression, and escapism, on pathological gaming among massively multiplayer online adolescent gamers.
    Li D; Liau A; Khoo A
    Cyberpsychol Behav Soc Netw; 2011 Sep; 14(9):535-9. PubMed ID: 21332374
    [TBL] [Abstract][Full Text] [Related]  

  • 30. When playing together feels different: effects of task types and social contexts on physiological arousal in multiplayer online gaming contexts.
    Lim S; Lee JE
    Cyberpsychol Behav; 2009 Feb; 12(1):59-61. PubMed ID: 19006459
    [TBL] [Abstract][Full Text] [Related]  

  • 31. Exploring personality characteristics of Chinese adolescents with internet-related addictive behaviors: trait differences for gaming addiction and social networking addiction.
    Wang CW; Ho RT; Chan CL; Tse S
    Addict Behav; 2015 Mar; 42():32-5. PubMed ID: 25462651
    [TBL] [Abstract][Full Text] [Related]  

  • 32. Age of Initiation and Internet Gaming Disorder: The Role of Self-Esteem.
    Beard CL; Haas AL; Wickham RE; Stavropoulos V
    Cyberpsychol Behav Soc Netw; 2017 Jun; 20(6):397-401. PubMed ID: 28622030
    [TBL] [Abstract][Full Text] [Related]  

  • 33. On the costs and benefits of gaming: the role of passion.
    Lafrenière MA; Vallerand RJ; Donahue EG; Lavigne GL
    Cyberpsychol Behav; 2009 Jun; 12(3):285-90. PubMed ID: 19366320
    [TBL] [Abstract][Full Text] [Related]  

  • 34. Addiction and Engagement: An Explorative Study Toward Classification Criteria for Internet Gaming Disorder.
    Lehenbauer-Baum M; Klaps A; Kovacovsky Z; Witzmann K; Zahlbruckner R; Stetina BU
    Cyberpsychol Behav Soc Netw; 2015 Jun; 18(6):343-9. PubMed ID: 26075922
    [TBL] [Abstract][Full Text] [Related]  

  • 35. MMORPG escapism predicts decreased well-being: examination of gaming time, game realism beliefs, and online social support for offline problems.
    Kaczmarek LD; Drążkowski D
    Cyberpsychol Behav Soc Netw; 2014 May; 17(5):298-302. PubMed ID: 24605951
    [TBL] [Abstract][Full Text] [Related]  

  • 36. Problematic Gaming Behavior Among Finnish Junior High School Students: Relation to Socio-Demographics and Gaming Behavior Characteristics.
    Männikkö N; Ruotsalainen H; Demetrovics Z; Lopez-Fernandez O; Myllymäki L; Miettunen J; Kääriäinen M
    Behav Med; 2018; 44(4):324-334. PubMed ID: 28910584
    [TBL] [Abstract][Full Text] [Related]  

  • 37. Playing MMORPGs: connections between addiction and identifying with a character.
    Smahel D; Blinka L; Ledabyl O
    Cyberpsychol Behav; 2008 Dec; 11(6):715-8. PubMed ID: 18954271
    [TBL] [Abstract][Full Text] [Related]  

  • 38. Psychiatrists' Perceptions of World of Warcraft and Other MMORPGs.
    Lis E; Chiniara C; Wood MA; Biskin R; Montoro R
    Psychiatr Q; 2016 Jun; 87(2):323-7. PubMed ID: 26275869
    [TBL] [Abstract][Full Text] [Related]  

  • 39. Investigating risk factors for Internet gaming disorder: a comparison of patients with addictive gaming, pathological gamblers and healthy controls regarding the big five personality traits.
    Müller KW; Beutel ME; Egloff B; Wölfling K
    Eur Addict Res; 2014; 20(3):129-36. PubMed ID: 24247280
    [TBL] [Abstract][Full Text] [Related]  

  • 40. Sociotropy and video game playing: Massively multiplayer online role-playing games versus other games.
    Plessis C; Guerrien A; Altintas E
    Encephale; 2024 Apr; ():. PubMed ID: 38580529
    [TBL] [Abstract][Full Text] [Related]  

    [Previous]   [Next]    [New Search]
    of 20.