
In parallel with the increasing popularity of online games, researchers have reported an increasing number of problematic users. For this reason there is a growing amount of literature analyzing the effects of online games. The present review described the evolution of online games as well as their types and specific characteristics of these types. This review examines (i) the question of definition, (ii) symptoms of problematic use, (iii) the measurement instruments (iv) prevalence data, (v) issues of etiology, (vi) the results of comorbidity, and (vii) the main trends and results in the area of prevention and treatment.
Internet, Motivation, Time Factors, Age Factors, Comorbidity, Behavior, Addictive, Sex Factors, Video Games, Surveys and Questionnaires, Prevalence, Humans, Recreation, Personality
Internet, Motivation, Time Factors, Age Factors, Comorbidity, Behavior, Addictive, Sex Factors, Video Games, Surveys and Questionnaires, Prevalence, Humans, Recreation, Personality
| selected citations These citations are derived from selected sources. This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 2 | |
| popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Average | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Average | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Average |
