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  • Prevalence of internet gami... Prevalence of internet gaming disorder in German adolescents: diagnostic contribution of the nine DSM-5 criteria in a state-wide representative sample
    Rehbein, Florian; Kliem, Sören; Baier, Dirk ... Addiction (Abingdon, England), 20/May , Volume: 110, Issue: 5
    Journal Article
    Peer reviewed

    Background and aims Internet gaming disorder (IGD) is included as a condition for further study in Section 3 of the DSM‐5. Nine criteria were proposed with a threshold of five or more criteria ...
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Available for: FSPLJ, UL, VSZLJ
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  • An international consensus ... An international consensus for assessing internet gaming disorder using the new DSM-5 approach
    Petry, Nancy M.; Rehbein, Florian; Gentile, Douglas A. ... Addiction (Abingdon, England), September 2014, Volume: 109, Issue: 9
    Journal Article
    Peer reviewed

    Aims For the first time, the Diagnostic and Statistical Manual for Mental Disorders (DSM‐5) introduces non‐substance addictions as psychiatric diagnoses. The aims of this paper are to (i) present the ...
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Available for: FSPLJ, UL, VSZLJ
3.
  • Prevalence and risk factors of video game dependency in adolescence: results of a German nationwide survey
    Rehbein, Florian; Kleimann, Matthias; Mössle, Thomas Cyberpsychology, behavior and social networking 13, Issue: 3
    Journal Article
    Peer reviewed

    In this article, results of a German nationwide survey (KFN schools survey 2007/2008) are presented. The controlled sample of 44,610 male and female ninth-graders was carried out in 2007 and 2008 by ...
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4.
  • Internet Gaming Disorder in... Internet Gaming Disorder in the DSM-5
    Petry, Nancy M.; Rehbein, Florian; Ko, Chih-Hung ... Current psychiatry reports, 09/2015, Volume: 17, Issue: 9
    Journal Article
    Peer reviewed
    Open access

    The fifth revision of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5) includes in its research appendix a potential new diagnosis—Internet gaming disorder. This article outlines the ...
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5.
  • Including gaming disorder i... Including gaming disorder in the ICD-11: The need to do so from a clinical and public health perspective
    Rumpf, Hans-Jürgen; Achab, Sophia; Billieux, Joël ... Journal of behavioral addictions, 09/2018, Volume: 7, Issue: 3
    Journal Article
    Peer reviewed
    Open access

    The proposed introduction of gaming disorder (GD) in the 11th revision of the International Classification of Diseases (ICD-11) developed by the World Health Organization (WHO) has led to a lively ...
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  • Low 2D:4D values are associ... Low 2D:4D values are associated with video game addiction
    Kornhuber, Johannes; Zenses, Eva-Maria; Lenz, Bernd ... PloS one, 11/2013, Volume: 8, Issue: 11
    Journal Article
    Peer reviewed
    Open access

    Androgen-dependent signaling regulates the growth of the fingers on the human hand during embryogenesis. A higher androgen load results in lower 2D:4D (second digit to fourth digit) ratio values. ...
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  • Family-, Media-, and School... Family-, Media-, and School-Related Risk Factors of Video Game Addiction
    Rehbein, Florian; Baier, Dirk Journal of media psychology, 01/2013, Volume: 25, Issue: 3
    Journal Article
    Peer reviewed

    In recent years, a variety of epidemiological studies have provided empirical data on the prevalence of video game addiction (GA) in different age groups. However, few studies investigated the causes ...
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Available for: CEKLJ, FFLJ, NUK, ODKLJ, PEFLJ
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  • Longitudinal Effects of Vio... Longitudinal Effects of Violent Media Usage on Aggressive Behavior—The Significance of Empathy
    Mößle, Thomas; Kliem, Sören; Rehbein, Florian Societies (Basel, Switzerland), 03/2014, Volume: 4, Issue: 1
    Journal Article
    Peer reviewed
    Open access

    The aim of this study was to thoroughly investigate the link between violent media consumption and aggressive behavior. Using a large longitudinal student sample, the role of empathy as a possible ...
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Available for: ODKLJ, UL

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  • Video game playing in the g... Video game playing in the general adult population of Germany: Can higher gaming time of males be explained by gender specific genre preferences?
    Rehbein, Florian; Staudt, Andreas; Hanslmaier, Michael ... Computers in human behavior, February 2016, 2016-02-00, Volume: 55
    Journal Article
    Peer reviewed

    Prior studies observed involvement with video games to vary between different sociodemographic strata with considerable higher gaming time in males compared to females. However, empirical evidence ...
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  • A brief form of the Perceiv... A brief form of the Perceived Social Support Questionnaire (F-SozU) was developed, validated, and standardized
    Kliem, Sören; Mößle, Thomas; Rehbein, Florian ... Journal of clinical epidemiology, 05/2015, Volume: 68, Issue: 5
    Journal Article
    Peer reviewed

    Abstract Objectives Development of a brief instrument (F-SozU K-6) for the measurement of perceived social support in epidemiologic contexts by shortening a well-established German questionnaire ...
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