![]() This is a new field of research, without a gold standard measure and little consensus on terminology (Carbonell et al. The potential physical and psychosocial effects of video gaming are still not completely understood (Sublette and Mullan 2012). ![]() Video game products are now a mature market, but the games are still changing at a remarkable pace as technology develops. In the 1990s, “addiction” and “gaming problem” began to appear in the literature to describe those who spent excessive amounts of time online that interfered with other life activities (Chakraborty et al.
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