Gaming
Read-only from the Statory library · approved cards only · no estimates · exported 2026-11-04
130 cards · 33 from Korea · newest year first
Adolescent gamers: a four-wave study of gaming trajectories and psychosocial development
Nierop et al. · 2026 · Netherlands
(Korean)
- Country
- Netherlands
- Sample
- n = 1,331
- Design
- Other
- Licence
- CC BY
The Dark Side of Digitalization: A Visual Journey of Research Through Digital Game Addiction and Mental Health
Nawaser et al. · 2026 · Country not stated
(Korean)
- Country
- Country not stated
- Sample
- n = 510
- Design
- Cross-sectional
- Licence
- Other
(Korean title)
(Korean authors) · 2025 · South Korea
(Korean)
- Country
- South Korea
- Sample
- n = 213
- Design
- Cross-sectional
- Licence
- Other
(Korean title)
(Korean authors) · 2025 · South Korea
(Korean)
- Country
- South Korea
- Design
- Other
- Licence
- Other
(Korean title)
(Korean authors) · 2025 · South Korea
(Korean)
- Country
- South Korea
- Sample
- n = 101
- Design
- Other
- Licence
- Other
Stress in Esports: A Qualitative Study on The Interplay of Player Experiences and Organizational Systems
Boldi et al. · 2025 · Country not stated
(Korean)
- Country
- Country not stated
- Sample
- n = 16
- Design
- Qualitative
- Licence
- Quote only
The relationship between social network addiction, online gaming addiction, and suicide ideation: mediating and moderating role of loneliness
Koçak et al. · 2025 · Türkiye
(Korean)
- Country
- Türkiye
- Sample
- n = 1,186
- Design
- Cross-sectional
- Licence
- Other
(Korean title)
(Korean authors) · 2025 · South Korea
(Korean)
- Country
- South Korea
- Sample
- n = 200
- Design
- Cross-sectional
- Licence
- Other
(Korean title)
(Korean authors) · 2025 · South Korea
(Korean)
- Country
- South Korea
- Sample
- n = 214
- Design
- Qualitative
- Licence
- Other
(Korean title)
(Korean authors) · 2025 · South Korea
(Korean)
- Country
- South Korea
- Sample
- n = 13
- Design
- Cross-sectional
- Licence
- Other
A Survey Study on Public Attitudes Toward Gaming Disorder
Reer et al. · 2025 · Germany
(Korean)
- Country
- Germany
- Sample
- n = 1,075
- Design
- Cross-sectional
- Licence
- CC BY
Treatment of Gaming Disorder in Children and Adolescents: A Systematic Review
Park et al. · 2025 · Country not stated
(Korean)
- Country
- Country not stated
- Sample
- n = 2,157
- Design
- Meta-analysis
- Licence
- Other
(Korean title)
(Korean authors) · 2025 · South Korea
(Korean)
- Country
- South Korea
- Sample
- n = 176
- Design
- Cross-sectional
- Licence
- Other
(Korean title)
(Korean authors) · 2024 · South Korea
(Korean)
- Country
- South Korea
- Sample
- n = 651
- Design
- Cross-sectional
- Licence
- Other
(Korean title)
(Korean authors) · 2024 · South Korea
(Korean)
- Country
- South Korea
- Sample
- n = 1,064
- Design
- Cross-sectional
- Licence
- Other
Investigating the interplay between gaming disorder and functional impairments in professional esports gaming
Pontes et al. · 2024 · Country not stated
(Korean)
- Country
- Country not stated
- Sample
- n = 5,198
- Design
- Cross-sectional
- Licence
- CC BY
Who has the greatest influence on adolescent gaming disorder: parents, teachers, or peers? An interpersonal relationships network model of gaming disorder
Tan et al. · 2024 · China
(Korean)
- Country
- China
- Sample
- n = 1,414
- Design
- Cross-sectional
- Licence
- CC BY
Network structures of internet gaming disorder and gaming disorder: Symptom operationalization causes variation
Adamkovič et al. · 2024 · Country not stated
(Korean)
- Country
- Country not stated
- Sample
- n = 3,592
- Design
- Cross-sectional
- Licence
- CC BY
Validation of the Gaming Skills Questionnaire in Adolescence: Effects of Gaming Skills on Cognitive and Affective Functioning
Zioga et al. · 2024 · Country not stated
(Korean)
- Country
- Country not stated
- Sample
- n = 347
- Design
- Cross-sectional
- Licence
- CC BY
(Korean title)
(Korean authors) · 2024 · South Korea
(Korean)
- Country
- South Korea
- Sample
- n = 635
- Design
- Meta-analysis
- Licence
- Other
Problematic gaming, social withdrawal, and Escapism: The Compensatory-Dissociative Online Gaming (C-DOG) model
Giardina et al. · 2024 · Country not stated
(Korean)
- Country
- Country not stated
- Design
- Other
- Licence
- CC BY
Meta-Analysis of Internet Gaming Disorder Prevalence: Assessing the Impacts of DSM-5 and ICD-11 Diagnostic Criteria
Zhou et al. · 2024 · Country not stated
(Korean)
- Country
- Country not stated
- Design
- Meta-analysis
- Licence
- Other
Internet gaming disorder and aggression: A meta-analysis of teenagers and young adults
Li et al. · 2023 · Country not stated
(Korean)
- Country
- Country not stated
- Sample
- n = 20,790
- Design
- Meta-analysis
- Licence
- CC BY
Ontological diversity in gaming disorder measurement: a nationally representative registered report
Karhulahti et al. · 2023 · Finland
(Korean)
- Country
- Finland
- Sample
- n = 8,217
- Design
- Cross-sectional
- Licence
- CC BY
Shopping Around for Loot Box Presence Warning Labels: Unsatisfactory Compliance on Epic, Nintendo, Sony, and Microsoft Platforms
Xiao · 2023 · Country not stated
(Korean)
- Country
- Country not stated
- Design
- Cross-sectional
- Licence
- Quote only
Relationships of internet gaming engagement, history, and maladaptive cognitions and adolescent internet gaming disorder: A cross-sectional study
Wang et al. · 2023 · Hong Kong SAR China
(Korean)
- Country
- Hong Kong SAR China
- Sample
- n = 2,902
- Design
- Cross-sectional
- Licence
- CC BY
The Role of Self-Control Dimensions, Game Motivation, Game Genre, and Game Platforms in Gaming Disorder: Cross-Sectional and Longitudinal Findings
Cudo et al. · 2023 · Poland
(Korean)
- Country
- Poland
- Sample
- n = 620
- Design
- Other
- Licence
- CC BY-NC
Symptomatology, risk, and protective factors of gaming disorder: A network analytical approach
Tang et al. · 2023 · Country not stated
(Korean)
- Country
- Country not stated
- Sample
- n = 3,002
- Design
- Cross-sectional
- Licence
- CC BY-NC
Relapse prevention therapy for internet gaming disorder in Swedish child and adolescent psychiatric clinics: a randomized controlled trial
André et al. · 2023 · Sweden
(Korean)
- Country
- Sweden
- Sample
- n = 102
- Design
- Other
- Licence
- CC BY
Exploring the associated characteristics of Internet gaming disorder from the perspective of various game genres
Liao et al. · 2023 · China
(Korean)
- Country
- China
- Sample
- n = 5,593
- Design
- Cross-sectional
- Licence
- CC BY
Relationships between psychological flexibility and internet gaming disorder among adolescents: Mediation effects of depression and maladaptive cognitions
Yang et al. · 2023 · Hong Kong SAR China
(Korean)
- Country
- Hong Kong SAR China
- Sample
- n = 2,102
- Design
- Cross-sectional
- Licence
- CC BY
The relationship between parental neglect and cyberbullying perpetration among Chinese adolescent: The sequential role of cyberbullying victimization and internet gaming disorder
Gan et al. · 2023 · China
(Korean)
- Country
- China
- Sample
- n = 699
- Design
- Cross-sectional
- Licence
- CC BY
Gaming passion contributes to the definition and identification of problematic gaming
Infanti et al. · 2023 · Spain
(Korean)
- Country
- Spain
- Sample
- n = 845
- Design
- Cross-sectional
- Licence
- CC BY
What is esports? A systematic scoping review and concept analysis of esports
Tang et al. · 2023 · Country not stated
(Korean)
- Country
- Country not stated
- Sample
- n = 299
- Design
- Qualitative
- Licence
- CC BY
(Korean title)
(Korean authors) · 2022 · South Korea
(Korean)
- Country
- South Korea
- Sample
- n = 16
- Design
- Qualitative
- Licence
- Other
Analysis of the coexistence of gaming and viewing activities in Twitch users and their relationship with pathological gaming: a multilayer perceptron approach
Cabeza-Ramírez et al. · 2022 · Spain
(Korean)
- Country
- Spain
- Sample
- n = 970
- Design
- Cross-sectional
- Licence
- CC BY
Increasing important roles of child and adolescent psychiatrists in the treatment of gaming disorder: Current status in Japan
Tateno et al. · 2022 · Japan
(Korean)
- Country
- Japan
- Sample
- n = 159
- Design
- Cross-sectional
- Licence
- CC BY
Internet Gaming Disorder in the DSM-5: Personality and Individual Differences
Chew et al. · 2022 · Country not stated
(Korean)
- Country
- Country not stated
- Sample
- n = 123
- Design
- Cross-sectional
- Licence
- CC BY
Adolescent Internet gaming addiction and personality characteristics by game genre
Kim et al. · 2022 · South Korea
Internet gaming addiction and personality characteristics varied according to the game genre played (ANOVA). RTS and FPS users had higher levels of tolerance, withdrawal, and neglect of everyday life than RPG, Racing, and Arcade/Shooting users. Users of particular genres showed significantly lower self-esteem (Arcade/Shooting), conscientiousness (Racing), empathy (RPG), and sense of community (Racing and RTS) than the comparison group.
- Country
- South Korea
- Sample
- n = 3,217
- Design
- Cross-sectional
- Licence
- CC BY
Children’s mobile-gaming preferences, online risks, and mental health
Hou et al. · 2022 · Country not stated
(Korean)
- Country
- Country not stated
- Sample
- n = 2,702
- Design
- Cross-sectional
- Licence
- CC BY
Cumulative Family Risk and Internet Gaming Disorder Among Adolescents: A Serial Mediating Model of Personal Growth Initiative and Gratitude
Gan et al. · 2022 · China
(Korean)
- Country
- China
- Sample
- n = 600
- Design
- Cross-sectional
- Licence
- CC BY
Gaming disorder and the COVID-19 pandemic: Treatment demand and service delivery challenges
King et al. · 2022 · Switzerland
(Korean)
- Country
- Switzerland
- Design
- Cross-sectional
- Licence
- CC BY-NC
Increased Gaming During COVID-19 Predicts Physical Inactivity Among Youth in Norway—A Two-Wave Longitudinal Cohort Study
Haug et al. · 2022 · Norway
(Korean)
- Country
- Norway
- Sample
- n = 2,940
- Design
- Other
- Licence
- CC BY
Psychological treatments for excessive gaming: a systematic review and meta-analysis
Kim et al. · 2022 · Country not stated
(Korean)
- Country
- Country not stated
- Sample
- n = 745
- Design
- Meta-analysis
- Licence
- CC BY
A systematic review of the impact of COVID-19 on the game addiction of children and adolescents
Han et al. · 2022 · Country not stated
(Korean)
- Country
- Country not stated
- Design
- Meta-analysis
- Licence
- CC BY
Prevalence of Internet Gaming Disorder in Medical Students: A Meta-Analysis
Chiang et al. · 2022 · Egypt
(Korean)
- Country
- Egypt
- Sample
- n = 2,236
- Design
- Meta-analysis
- Licence
- CC BY
News Frame Analysis About Loot Boxes in Games: Focused on Contents Analysis
(Korean authors) · 2022 · Country not stated
(Korean)
- Country
- Country not stated
- Design
- Cross-sectional
- Licence
- Other
(Korean title)
(Korean authors) · 2022 · South Korea
(Korean)
- Country
- South Korea
- Sample
- n = 154
- Design
- Cross-sectional
- Licence
- Other
Digital Addiction and Sleep
Dresp-Langley et al. · 2022 · Country not stated
(Korean)
- Country
- Country not stated
- Sample
- n = 89,000
- Design
- Other
- Licence
- Quote only
Evaluation of the Psychometric Properties of the Chinese Internet Gaming Disorder Checklist (C-IGDC) Among Chinese Adolescents
Chen et al. · 2021 · Country not stated
(Korean)
- Country
- Country not stated
- Sample
- n = 1,253
- Design
- Cross-sectional
- Licence
- CC BY
Emotional Dysregulation in Preschool Age Predicts Later Media Use and Gaming Disorder Symptoms in Childhood
Paulus et al. · 2021 · Germany
(Korean)
- Country
- Germany
- Sample
- n = 80
- Design
- Other
- Licence
- CC BY
Gaming Motivation and Negative Psychosocial Outcomes in Male Adolescents: An Individual-Centered 1-Year Longitudinal Study
Wang et al. · 2021 · China
(Korean)
- Country
- China
- Sample
- n = 929
- Design
- Other
- Licence
- CC BY
A systematic review and meta-analysis on the clinical implications of probability discounting among individuals with Internet gaming disorder
Chung et al. · 2021 · Country not stated
The IGD group was more willing to take risks in probabilistic gains but performances on probabilistic losses were similar between the two groups. The IGD group exhibited a shorter response time (Hedge's g = −0.51; 95%CI = −0.87 to −0.15). Meta-regression demonstrated a positive correlation between maximum reward magnitude and PD rate (p < 0.04). Significant publication bias was noted among the included studies (Egger's test, p < 0.01).
- Country
- Country not stated
- Sample
- n = 300
- Design
- Meta-analysis
- Licence
- CC BY
A mathematical model of population dynamics for the internet gaming addiction
Seno · 2021 · Country not stated
(Korean)
- Country
- Country not stated
- Design
- Cross-sectional
- Licence
- CC BY
Empirical evidence for robust personality-gaming disorder associations from a large-scale international investigation applying the APA and WHO frameworks
Montag et al. · 2021 · Country not stated
(Korean)
- Country
- Country not stated
- Sample
- n = 50,925
- Design
- Cross-sectional
- Licence
- CC BY
Internet Gaming Disorder, Risky Online Behaviour, and Mental Health in Hong Kong Adolescents: The Beneficial Role of Psychological Resilience
Tsui et al. · 2021 · Hong Kong SAR China
(Korean)
- Country
- Hong Kong SAR China
- Sample
- n = 1,099
- Design
- Cross-sectional
- Licence
- CC BY
Relative Deprivation and Game Addiction in Left-Behind Children: A Moderated Mediation
Yang et al. · 2021 · China
(Korean)
- Country
- China
- Sample
- n = 952
- Design
- Cross-sectional
- Licence
- CC BY
Aggressiveness and life satisfaction as predictors for video game addiction among Palestinian adolescents
Mahamid et al. · 2021 · Palestinian Territories
(Korean)
- Country
- Palestinian Territories
- Sample
- n = 560
- Design
- Cross-sectional
- Licence
- Other
Subtyping treatment-seeking gaming disorder patients
Granero et al. · 2021 · Spain
(Korean)
- Country
- Spain
- Sample
- n = 107
- Design
- Cross-sectional
- Licence
- Quote only
Problematic Gaming and Sleep: A Systematic Review and Meta-Analysis
Kristensen et al. · 2021 · Country not stated
(Korean)
- Country
- Country not stated
- Sample
- n = 51,901
- Design
- Meta-analysis
- Licence
- CC BY
The New Frontier of Esports and Gaming: A Scoping Meta-Review of Health Impacts and Research Agenda
Kelly et al. · 2021 · Country not stated
(Korean)
- Country
- Country not stated
- Sample
- n = 10
- Design
- Meta-analysis
- Licence
- CC BY
(Korean title)
(Korean authors) · 2021 · South Korea
(Korean)
- Country
- South Korea
- Sample
- n = 144
- Design
- Cross-sectional
- Licence
- Other
(Korean title)
(Korean authors) · 2020 · Germany
(Korean)
- Country
- Germany
- Design
- Other
- Licence
- Other
(Korean title)
(Korean authors) · 2020 · South Korea
(Korean)
- Country
- South Korea
- Design
- Meta-analysis
- Licence
- Other
(Korean title)
(Korean authors) · 2020 · South Korea
(Korean)
- Country
- South Korea
- Sample
- n = 121
- Design
- Other
- Licence
- Other
(Korean title)
(Korean authors) · 2020 · South Korea
(Korean)
- Country
- South Korea
- Design
- Qualitative
- Licence
- Other
We Are All in This Together: The Role of Individuals' Social Identities in Problematic Engagement with Video Games and the Internet
Travaglino et al. · 2020 · China
(Korean)
- Country
- China
- Sample
- n = 782
- Design
- Cross-sectional
- Licence
- Other
Problematic Facebook use and problematic video gaming as mediators of relationship between impulsivity and life satisfaction among female and male gamers
Cudo et al. · 2020 · Poland
(Korean)
- Country
- Poland
- Sample
- n = 673
- Design
- Cross-sectional
- Licence
- CC BY
Delineating adaptive esports involvement from maladaptive gaming: a self-regulation perspective
Brevers et al. · 2020 · Country not stated
(Korean)
- Country
- Country not stated
- Design
- Other
- Licence
- CC BY
A partial mediation effect of father-child attachment and self-esteem between parental marital conflict and subsequent features of internet gaming disorder in children: a 12-month follow-up study
Jeong et al. · 2020 · South Korea
(Korean)
- Country
- South Korea
- Sample
- n = 268
- Design
- Other
- Licence
- CC BY
The Relationship Between Problematic Video Gaming, Problematic Facebook Use, and Self-Control Dimensions Among Female and Male Gamers
Cudo et al. · 2020 · Poland
(Korean)
- Country
- Poland
- Sample
- n = 830
- Design
- Cross-sectional
- Licence
- Quote only
Internet Gaming Disorder Clustering Based on Personality Traits in Adolescents, and Its Relation with Comorbid Psychological Symptoms
González-Bueso et al. · 2020 · Country not stated
(Korean)
- Country
- Country not stated
- Sample
- n = 66
- Design
- Cross-sectional
- Licence
- CC BY-NC
Psychometric Evaluation and Comparison of Two Gaming Disorder Measures Derived From the DSM-5 and ICD-11 Frameworks
Wang et al. · 2020 · Country not stated
(Korean)
- Country
- Country not stated
- Sample
- n = 544
- Design
- Cross-sectional
- Licence
- CC BY
Relationship of Internet gaming disorder with psychopathology and social adaptation in Italian young adults
Pasquale et al. · 2020 · Italy
(Korean)
- Country
- Italy
- Sample
- n = 566
- Design
- Cross-sectional
- Licence
- CC BY
Screening and assessment tools for gaming disorder: A comprehensive systematic review
King et al. · 2020 · Country not stated
(Korean)
- Country
- Country not stated
- Sample
- n = 462,249
- Design
- Meta-analysis
- Licence
- Quote only
Face validity evaluation of screening tools for gaming disorder: Scope, language, and overpathologizing issues
King et al. · 2020 · Country not stated
(Korean)
- Country
- Country not stated
- Sample
- n = 417
- Design
- Meta-analysis
- Licence
- CC BY-NC
Social challenge and threat predict performance and cardiovascular responses during competitive video gaming
Maciej et al. · 2020 · Poland
(Korean)
- Country
- Poland
- Sample
- n = 82
- Design
- Other
- Licence
- Other
Exposure to Community Violence, Affiliations With Risk-Taking Peer Groups, and Internet Gaming Disorder Among Chinese Adolescents: The Moderating Role of Parental Monitoring
Liang et al. · 2019 · China
(Korean)
- Country
- China
- Sample
- n = 2,423
- Design
- Cross-sectional
- Licence
- CC BY
Assessing Video Game Habits and Pathological Behaviour in Children through a New Scale: Psychometric Properties of the Video-Gaming Scale—For Children (VGS-C)
Donati et al. · 2019 · Italy
(Korean)
- Country
- Italy
- Sample
- n = 201
- Design
- Cross-sectional
- Licence
- CC BY
The Role of Cognitive Emotion Regulation Strategies in Problem Gaming Among Adolescents: A Nationally Representative Survey Study
Kökönyei et al. · 2019 · Hungary
(Korean)
- Country
- Hungary
- Sample
- n = 1,646
- Design
- Cross-sectional
- Licence
- CC BY
Test-Retest Measurement Invariance of the Nine-Item Internet Gaming Disorder Scale in Two Countries: A Preliminary Longitudinal Study
Stavropoulos et al. · 2019 · United States
Configural invariance was established across both the USA and Australian samples. Metric and scalar invariances were supported for the USA sample. Only partial metric invariance (factor loadings for Items 2 and 3 non-invariant) was established for the Australian sample. Only partial scalar invariance was established for the Australian sample, with all thresholds of Items 1 and 2, and thresholds 1 and 3 for Items 4, 6, 8, and 9 non-invariant.
- Country
- United States
- Sample
- n = 181
- Design
- Other
- Licence
- CC BY
Internet Gaming Disorder in Adolescents With Psychiatric Disorder: Two Case Reports Using a Developmental Framework
Benarous et al. · 2019 · Country not stated
(Korean)
- Country
- Country not stated
- Sample
- n = 2
- Design
- Qualitative
- Licence
- CC BY
Current diagnostic procedures and interventions for Gaming Disorders: A Systematic Review
Costa et al. · 2019 · Country not stated
(Korean)
- Country
- Country not stated
- Sample
- n = 28
- Design
- Meta-analysis
- Licence
- CC BY
Maladaptive Personality Functioning and Psychopathological Symptoms in Problematic Video Game Players: A Person-Centered Approach
Musetti et al. · 2019 · Country not stated
(Korean)
- Country
- Country not stated
- Sample
- n = 366
- Design
- Cross-sectional
- Licence
- CC BY
The Correlation between the Frontostriatal Network and Impulsivity in Internet Gaming Disorder
Kim et al. · 2019 · South Korea
(Korean)
- Country
- South Korea
- Sample
- n = 46
- Design
- Cross-sectional
- Licence
- CC BY
Personal distress as a mediator between self-esteem, self-efficacy, loneliness and problematic video gaming in female and male emerging adult gamers
Cudo et al. · 2019 · Poland
(Korean)
- Country
- Poland
- Sample
- n = 370
- Design
- Cross-sectional
- Licence
- CC BY
The Association Between Video Gaming and Psychological Functioning
Heiden et al. · 2019 · Germany
(Korean)
- Country
- Germany
- Sample
- n = 2,734
- Design
- Cross-sectional
- Licence
- CC BY
Policy on Unreliable Game Addiction Diagnoses Puts the Cart Before the Horse
Ferguson et al. · 2019 · South Korea
(Korean)
- Country
- South Korea
- Design
- Other
- Licence
- Other
Associations between attention deficit hyperactivity and internet gaming disorder symptoms: is there consistency across types of symptoms, gender and countries?
Stavropoulos et al. · 2019 · United States
(Korean)
- Country
- United States
- Sample
- n = 621
- Design
- Cross-sectional
- Licence
- CC BY
Internet Gaming Disorder Behaviors in Emergent Adulthood: A Pilot Study Examining the Interplay Between Anxiety and Family Cohesion
Adams et al. · 2019 · Australia
Anxiety increased IGD risk among emerging adult MMO gamers. Balanced family cohesion weakened the anxiety-related IGD risk. Linear regressions and moderation analyses confirmed both effects. Sample: longitudinal face-to-face N=61 (Mage=23.02, SD=3.43); cross-sectional online N=64 (Mage=23.34, SD=3.39).
- Country
- Australia
- Sample
- n = 61
- Design
- Other
- Licence
- CC BY
Unfair play? Video games as exploitative monetized services: An examination of game patents from a consumer protection perspective
King et al. · 2019 · Country not stated
(Korean)
- Country
- Country not stated
- Sample
- n = 13
- Design
- Qualitative
- Licence
- Quote only
(Korean title)
(Korean authors) · 2019 · South Korea
(Korean)
- Country
- South Korea
- Sample
- n = 782
- Design
- Cross-sectional
- Licence
- Other
(Korean title)
(Korean authors) · 2019 · South Korea
(Korean)
- Country
- South Korea
- Sample
- n = 36
- Design
- Other
- Licence
- Other
Increased Insular Cortical Thickness Associated With Symptom Severity in Male Youths With Internet Gaming Disorder: A Surface-Based Morphometric Study
Wang et al. · 2018 · China
Youths with IGD showed increased CT in the bilateral insulae and the right inferior temporal gyrus compared with NCs. Significantly decreased CT was found in the bilateral banks of the superior temporal sulci, right inferior parietal cortex, right precuneus, right precentral gyrus, and left middle temporal gyrus. Youths with IGD demonstrated a significantly positive correlation between the left insular CT and symptom severity. IAT total scores were 68.90 ± 8.22 in IGD versus 22.72 ± 3.79 in NCs (t = 29.71, P < 0.01). No significant differences were detected between youths with IGD and NCs in age and education.
- Country
- China
- Sample
- n = 80
- Design
- Cross-sectional
- Licence
- CC BY
(Korean title)
(Korean authors) · 2018 · South Korea
(Korean)
- Country
- South Korea
- Sample
- n = 456
- Design
- Other
- Licence
- Other
Comparison of the Proposed DSM-5 IGD Diagnostic Criteria and Clinical Interview by Psychiatrist in Adolescents
Jeong et al. · 2018 · South Korea
(Korean)
- Country
- South Korea
- Sample
- n = 118
- Design
- Cross-sectional
- Licence
- Other
(Korean title)
(Korean authors) · 2018 · South Korea
(Korean)
- Country
- South Korea
- Sample
- n = 42
- Design
- Cross-sectional
- Licence
- Other
(Korean title)
(Korean authors) · 2018 · South Korea
(Korean)
- Country
- South Korea
- Sample
- n = 38
- Design
- Other
- Licence
- Other
Prevalence of addiction to online video games: gaming disorder among medical students
Yarasani et al. · 2018 · India
(Korean)
- Country
- India
- Sample
- n = 575
- Design
- Cross-sectional
- Licence
- Other
Father–Child Longitudinal Relationship: Parental Monitoring and Internet Gaming Disorder in Chinese Adolescents
Su et al. · 2018 · China
(Korean)
- Country
- China
- Sample
- n = 1,490
- Design
- Other
- Licence
- CC BY
Aggression and Harm-Avoidant Trait Impede Recovery From Internet Gaming Disorder
Lee et al. · 2018 · South Korea
(Korean)
- Country
- South Korea
- Sample
- n = 31
- Design
- Other
- Licence
- CC BY
Neurobiological Correlates in Internet Gaming Disorder: A Systematic Literature Review
Kuss et al. · 2018 · Country not stated
(Korean)
- Country
- Country not stated
- Sample
- n = 27
- Design
- Meta-analysis
- Licence
- CC BY
Predicting Chinese Adolescent Internet Gaming Addiction From Peer Context and Normative Beliefs About Aggression: A 2-Year Longitudinal Study
Su et al. · 2018 · China
(Korean)
- Country
- China
- Sample
- n = 323
- Design
- Other
- Licence
- CC BY
Increased Attentional Bias Toward Visual Cues in Internet Gaming Disorder and Obsessive-Compulsive Disorder: An Event-Related Potential Study
Kim et al. · 2018 · South Korea
(Korean)
- Country
- South Korea
- Sample
- n = 63
- Design
- Other
- Licence
- CC BY
Discordance between self-report and clinical diagnosis of Internet gaming disorder in adolescents
Jeong et al. · 2018 · South Korea
(Korean)
- Country
- South Korea
- Sample
- n = 273
- Design
- Cross-sectional
- Licence
- CC BY
(Korean title)
(Korean authors) · 2018 · South Korea
(Korean)
- Country
- South Korea
- Sample
- n = 393
- Design
- Cross-sectional
- Licence
- Other
Personality and Cognition in Gamers: Avoidance Expectancies Mediate the Relationship Between Maladaptive Personality Traits and Symptoms of Internet-Gaming Disorder
Laier et al. · 2018 · Germany
(Korean)
- Country
- Germany
- Sample
- n = 103
- Design
- Cross-sectional
- Licence
- CC BY
A weak scientific basis for gaming disorder: Let us err on the side of caution
Rooij et al. · 2018 · Country not stated
(Korean)
- Country
- Country not stated
- Design
- Other
- Licence
- CC BY-NC
Internet Gaming Disorder in Adolescents: Personality, Psychopathology and Evaluation of a Psychological Intervention Combined With Parent Psychoeducation
González-Bueso et al. · 2018 · Spain
(Korean)
- Country
- Spain
- Sample
- n = 30
- Design
- Other
- Licence
- CC BY
A prospective study of the motivational and health dynamics of Internet Gaming Disorder
Weinstein et al. · 2017 · United States
(Korean)
- Country
- United States
- Sample
- n = 5,777
- Design
- Other
- Licence
- CC BY
Video Game Addiction: The Push To Pathologize Video Games
Bean et al. · 2017 · Country not stated
(Korean)
- Country
- Country not stated
- Design
- Other
- Licence
- Other
An Update Overview on Brain Imaging Studies of Internet Gaming Disorder
Weinstein · 2017 · Country not stated
IGD adolescents and adults had reduced gray matter volume in regions associated with attention, motor coordination, executive function, and perception. IGD adolescents showed lower white matter integrity in regions involved in decision-making, behavioral inhibition, and emotional regulation. IGD adolescents had decreased functional connectivity of PFC-striatal circuits, increased risk-taking choices, and impaired impulse control. Altered executive control mechanisms in ADHD may be a predisposition for developing IGD. IGD patients showed increased functional connectivity of several executive control brain regions that may relate to comorbidity with ADHD and depression.
- Country
- Country not stated
- Design
- Meta-analysis
- Licence
- CC BY
Neural Basis of Video Gaming: A Systematic Review
Palaus et al. · 2017 · Country not stated
(Korean)
- Country
- Country not stated
- Sample
- n = 116
- Design
- Meta-analysis
- Licence
- CC BY
Role of Stressful Life Events, Avoidant Coping Styles, and Neuroticism in Online Game Addiction among College Students: A Moderated Mediation Model
Li et al. · 2016 · China
(Korean)
- Country
- China
- Sample
- n = 654
- Design
- Cross-sectional
- Licence
- CC BY
Online Game Addiction in a Sample from Turkey: Development and Validation of the Turkish Version of Game Addiction Scale
Baysak et al. · 2016 · Türkiye
(Korean)
- Country
- Türkiye
- Sample
- n = 726
- Design
- Cross-sectional
- Licence
- CC BY-NC
Problematic Video Game Play and ADHD Traits in an Adult Population
Panagiotidi · 2016 · Country not stated
(Korean)
- Country
- Country not stated
- Sample
- n = 205
- Design
- Cross-sectional
- Licence
- CC BY
Psychometric properties of the 7-item game addiction scale among french and German speaking adults
Khazaal et al. · 2016 · Switzerland
(Korean)
- Country
- Switzerland
- Sample
- n = 5,990
- Design
- Cross-sectional
- Licence
- CC BY
Decreased modulation by the risk level on the brain activation during decision making in adolescents with internet gaming disorder
Qi et al. · 2015 · China
(Korean)
- Country
- China
- Sample
- n = 47
- Design
- Other
- Licence
- CC BY
Natural course of behavioral addictions: a 5-year longitudinal study
Thege et al. · 2015 · Canada
(Korean)
- Country
- Canada
- Sample
- n = 4,121
- Design
- Other
- Licence
- CC BY
Sense of community, social identity and social support among players of Massively Multiplayer Online Games (MMOGs): A qualitative analysis
O'Connor et al. · 2015 · Country not stated
(Korean)
- Country
- Country not stated
- Sample
- n = 22
- Design
- Qualitative
- Licence
- Other
(Korean title)
(Korean authors) · 2014 · South Korea
(Korean)
- Country
- South Korea
- Design
- Cross-sectional
- Licence
- Other
(Korean title)
(Korean authors) · 2014 · South Korea
(Korean)
- Country
- South Korea
- Sample
- n = 3,187
- Design
- Cross-sectional
- Licence
- Other
Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES)
Hilgard et al. · 2013 · Country not stated
(Korean)
- Country
- Country not stated
- Design
- Cross-sectional
- Licence
- CC BY
The Development of Indonesian Online Game Addiction Questionnaire
Jap et al. · 2013 · Indonesia
(Korean)
- Country
- Indonesia
- Sample
- n = 1,477
- Design
- Cross-sectional
- Licence
- CC BY
Altered Default Network Resting-State Functional Connectivity in Adolescents with Internet Gaming Addiction
Ding et al. · 2013 · China
(Korean)
- Country
- China
- Sample
- n = 41
- Design
- Cross-sectional
- Licence
- CC BY
Risk Factors Associated with the Abuse of Video Games in Adolescents
Tejeiro et al. · 2012 · Spain
(Korean)
- Country
- Spain
- Sample
- n = 236
- Design
- Cross-sectional
- Licence
- CC BY
The Prevalence of Problematic Video Gamers in The Netherlands
Haagsma et al. · 2012 · Netherlands
(Korean)
- Country
- Netherlands
- Sample
- n = 902
- Design
- Cross-sectional
- Licence
- Other
Massively multiplayer online role-playing games: comparing characteristics of addict vs non-addict online recruited gamers in a French adult population
Achab et al. · 2011 · France
(Korean)
- Country
- France
- Sample
- n = 448
- Design
- Cross-sectional
- Licence
- CC BY
Pathological Video-Gaming among Singaporean Youth
Choo et al. · 2010 · Singapore
(Korean)
- Country
- Singapore
- Sample
- n = 2,998
- Design
- Cross-sectional
- Licence
- Other
(Korean title)
(Korean authors) · 2007 · South Korea
(Korean)
- Country
- South Korea
- Sample
- n = 1,177
- Design
- Cross-sectional
- Licence
- Other