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Gaming

Read-only from the Statory library · approved cards only · no estimates · exported 2026-11-04

130 cards · 33 from Korea · newest year first

  1. 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
  2. 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
  3. (Korean title)

    (Korean authors) · 2025 · South Korea

    (Korean)

    Country
    South Korea
    Sample
    n = 213
    Design
    Cross-sectional
    Licence
    Other
  4. (Korean title)

    (Korean authors) · 2025 · South Korea

    (Korean)

    Country
    South Korea
    Design
    Other
    Licence
    Other
  5. (Korean title)

    (Korean authors) · 2025 · South Korea

    (Korean)

    Country
    South Korea
    Sample
    n = 101
    Design
    Other
    Licence
    Other
  6. 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
  7. 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
  8. (Korean title)

    (Korean authors) · 2025 · South Korea

    (Korean)

    Country
    South Korea
    Sample
    n = 200
    Design
    Cross-sectional
    Licence
    Other
  9. (Korean title)

    (Korean authors) · 2025 · South Korea

    (Korean)

    Country
    South Korea
    Sample
    n = 214
    Design
    Qualitative
    Licence
    Other
  10. (Korean title)

    (Korean authors) · 2025 · South Korea

    (Korean)

    Country
    South Korea
    Sample
    n = 13
    Design
    Cross-sectional
    Licence
    Other
  11. 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
  12. 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
  13. (Korean title)

    (Korean authors) · 2025 · South Korea

    (Korean)

    Country
    South Korea
    Sample
    n = 176
    Design
    Cross-sectional
    Licence
    Other
  14. (Korean title)

    (Korean authors) · 2024 · South Korea

    (Korean)

    Country
    South Korea
    Sample
    n = 651
    Design
    Cross-sectional
    Licence
    Other
  15. (Korean title)

    (Korean authors) · 2024 · South Korea

    (Korean)

    Country
    South Korea
    Sample
    n = 1,064
    Design
    Cross-sectional
    Licence
    Other
  16. 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
  17. 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
  18. 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
  19. 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
  20. (Korean title)

    (Korean authors) · 2024 · South Korea

    (Korean)

    Country
    South Korea
    Sample
    n = 635
    Design
    Meta-analysis
    Licence
    Other
  21. 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
  22. 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
  23. 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
  24. 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
  25. 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
  26. 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
  27. 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
  28. 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
  29. 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
  30. 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
  31. 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
  32. 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
  33. 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
  34. 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
  35. (Korean title)

    (Korean authors) · 2022 · South Korea

    (Korean)

    Country
    South Korea
    Sample
    n = 16
    Design
    Qualitative
    Licence
    Other
  36. 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
  37. 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
  38. 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
  39. 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
  40. 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
  41. 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
  42. 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
  43. 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
  44. 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
  45. 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
  46. 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
  47. 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
  48. (Korean title)

    (Korean authors) · 2022 · South Korea

    (Korean)

    Country
    South Korea
    Sample
    n = 154
    Design
    Cross-sectional
    Licence
    Other
  49. 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
  50. 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
  51. 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
  52. 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
  53. 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
  54. 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
  55. 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
  56. 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
  57. 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
  58. 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
  59. Subtyping treatment-seeking gaming disorder patients

    Granero et al. · 2021 · Spain

    (Korean)

    Country
    Spain
    Sample
    n = 107
    Design
    Cross-sectional
    Licence
    Quote only
  60. 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
  61. 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
  62. (Korean title)

    (Korean authors) · 2021 · South Korea

    (Korean)

    Country
    South Korea
    Sample
    n = 144
    Design
    Cross-sectional
    Licence
    Other
  63. (Korean title)

    (Korean authors) · 2020 · Germany

    (Korean)

    Country
    Germany
    Design
    Other
    Licence
    Other
  64. (Korean title)

    (Korean authors) · 2020 · South Korea

    (Korean)

    Country
    South Korea
    Design
    Meta-analysis
    Licence
    Other
  65. (Korean title)

    (Korean authors) · 2020 · South Korea

    (Korean)

    Country
    South Korea
    Sample
    n = 121
    Design
    Other
    Licence
    Other
  66. (Korean title)

    (Korean authors) · 2020 · South Korea

    (Korean)

    Country
    South Korea
    Design
    Qualitative
    Licence
    Other
  67. 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
  68. 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
  69. 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
  70. 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
  71. 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
  72. 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
  73. 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
  74. 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
  75. 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
  76. 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
  77. 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
  78. 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
  79. 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
  80. 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
  81. 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
  82. 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
  83. 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
  84. 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
  85. 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
  86. 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
  87. 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
  88. 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
  89. 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
  90. 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
  91. 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
  92. (Korean title)

    (Korean authors) · 2019 · South Korea

    (Korean)

    Country
    South Korea
    Sample
    n = 782
    Design
    Cross-sectional
    Licence
    Other
  93. (Korean title)

    (Korean authors) · 2019 · South Korea

    (Korean)

    Country
    South Korea
    Sample
    n = 36
    Design
    Other
    Licence
    Other
  94. 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
  95. (Korean title)

    (Korean authors) · 2018 · South Korea

    (Korean)

    Country
    South Korea
    Sample
    n = 456
    Design
    Other
    Licence
    Other
  96. 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
  97. (Korean title)

    (Korean authors) · 2018 · South Korea

    (Korean)

    Country
    South Korea
    Sample
    n = 42
    Design
    Cross-sectional
    Licence
    Other
  98. (Korean title)

    (Korean authors) · 2018 · South Korea

    (Korean)

    Country
    South Korea
    Sample
    n = 38
    Design
    Other
    Licence
    Other
  99. 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
  100. 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
  101. 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
  102. 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
  103. 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
  104. 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
  105. 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
  106. (Korean title)

    (Korean authors) · 2018 · South Korea

    (Korean)

    Country
    South Korea
    Sample
    n = 393
    Design
    Cross-sectional
    Licence
    Other
  107. 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
  108. 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
  109. 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
  110. 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
  111. 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
  112. 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
  113. 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
  114. 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
  115. 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
  116. 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
  117. 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
  118. 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
  119. 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
  120. 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
  121. (Korean title)

    (Korean authors) · 2014 · South Korea

    (Korean)

    Country
    South Korea
    Design
    Cross-sectional
    Licence
    Other
  122. (Korean title)

    (Korean authors) · 2014 · South Korea

    (Korean)

    Country
    South Korea
    Sample
    n = 3,187
    Design
    Cross-sectional
    Licence
    Other
  123. 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
  124. 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
  125. 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
  126. 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
  127. 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
  128. 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
  129. Pathological Video-Gaming among Singaporean Youth

    Choo et al. · 2010 · Singapore

    (Korean)

    Country
    Singapore
    Sample
    n = 2,998
    Design
    Cross-sectional
    Licence
    Other
  130. (Korean title)

    (Korean authors) · 2007 · South Korea

    (Korean)

    Country
    South Korea
    Sample
    n = 1,177
    Design
    Cross-sectional
    Licence
    Other