Suppr超能文献

相似文献

1
Response to the Regulation of Video Games under the Youth Media Protection Act: A Public Health Perspective.
Int J Environ Res Public Health. 2022 Jul 29;19(15):9320. doi: 10.3390/ijerph19159320.
4
Loot boxes and problem gambling: Investigating the "gateway hypothesis".
Addict Behav. 2022 Aug;131:107327. doi: 10.1016/j.addbeh.2022.107327. Epub 2022 Mar 30.
5
To Pay or Just Play? Examining Individual Differences Between Purchasers and Earners of Loot Boxes in Overwatch.
J Gambl Stud. 2023 Jun;39(2):625-643. doi: 10.1007/s10899-022-10127-5. Epub 2022 Jul 14.
8
The prevalence of loot boxes in mobile and desktop games.
Addiction. 2020 Sep;115(9):1768-1772. doi: 10.1111/add.14973. Epub 2020 Feb 6.
9
Loot boxes are more prevalent in United Kingdom video games than previously considered: updating Zendle et al. (2020).
Addiction. 2022 Sep;117(9):2553-2555. doi: 10.1111/add.15829. Epub 2022 Feb 21.

引用本文的文献

2
Towards a conceptual framework for the prevention of gambling-related harms: Findings from a scoping review.
PLoS One. 2024 Mar 22;19(3):e0298005. doi: 10.1371/journal.pone.0298005. eCollection 2024.
3
No evidence that Chinese playtime mandates reduced heavy gaming in one segment of the video games industry.
Nat Hum Behav. 2023 Oct;7(10):1753-1766. doi: 10.1038/s41562-023-01669-8. Epub 2023 Aug 10.
4
Consumers' Opinions towards Public Health Effects of Online Games: An Empirical Study Based on Social Media Comments in China.
Int J Environ Res Public Health. 2022 Oct 6;19(19):12793. doi: 10.3390/ijerph191912793.

本文引用的文献

1
Gaming disorder and the COVID-19 pandemic: Treatment demand and service delivery challenges.
J Behav Addict. 2022 Apr 12;11(2):243-8. doi: 10.1556/2006.2022.00011.
2
Pathological gaming: a longitudinal study from the perspectives of mental health problems and social stress model.
J Gen Psychol. 2023 Jul-Sep;150(3):323-343. doi: 10.1080/00221309.2022.2060176. Epub 2022 Apr 8.
3
The National Centre for Gaming Disorders (UK) - Who is accessing this service?
J Behav Addict. 2022 Apr 5;11(2):147-9. doi: 10.1556/2006.2022.00010.
4
Gambling Features and Monetization in Video Games Create Challenges for Young People, Families, and Clinicians.
J Am Acad Child Adolesc Psychiatry. 2022 Jul;61(7):854-856. doi: 10.1016/j.jaac.2021.12.003. Epub 2021 Dec 15.
5
Online Gambling's Associations With Gambling Disorder and Related Problems in a Representative Sample of Young Swiss Men.
Front Psychiatry. 2021 Jul 21;12:703118. doi: 10.3389/fpsyt.2021.703118. eCollection 2021.
6
Pay-to-Win Gaming and its Interrelation with Gambling: Findings from a Representative Population Sample.
J Gambl Stud. 2022 Sep;38(3):785-816. doi: 10.1007/s10899-021-10042-1. Epub 2021 Jun 9.
7
Loot Boxes, Gambling, and Problem Gambling Among Young People: Results from a Cross-Sectional Online Survey.
Cyberpsychol Behav Soc Netw. 2021 Apr;24(4):267-274. doi: 10.1089/cyber.2020.0299. Epub 2020 Oct 27.
8
Global prevalence of gaming disorder: A systematic review and meta-analysis.
Aust N Z J Psychiatry. 2021 Jun;55(6):553-568. doi: 10.1177/0004867420962851. Epub 2020 Oct 7.
9
Why loot boxes could be regulated as gambling.
Nat Hum Behav. 2020 Oct;4(10):986-988. doi: 10.1038/s41562-020-0900-3.
10
Internet gaming disorder and gaming disorder in the context of seeking and not seeking treatment for video-gaming.
J Psychiatr Res. 2020 Oct;129:31-39. doi: 10.1016/j.jpsychires.2020.06.007. Epub 2020 Jun 7.

文献AI研究员

20分钟写一篇综述,助力文献阅读效率提升50倍。

立即体验

用中文搜PubMed

大模型驱动的PubMed中文搜索引擎

马上搜索

文档翻译

学术文献翻译模型,支持多种主流文档格式。

立即体验