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Real and virtual worlds alike: Adolescents' psychopathology is reflected in their videogame virtual behaviors

Current research refers to videogames as a constant variable. However, games today are designed to be highly interactive and versatile: two players may be using the same videogame, but as a result of different using patterns, the game will not necessarily encompass the same content and gameplay. The...

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Detalles Bibliográficos
Autores principales: Segev, Aviv, Gabay-Weschler, Hila, Naar, Yossi, Maoz, Hagai, Bloch, Yuval
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Public Library of Science 2017
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5510843/
https://www.ncbi.nlm.nih.gov/pubmed/28708879
http://dx.doi.org/10.1371/journal.pone.0181209