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Gamification for Internet Gaming Disorder Prevention: Evaluation of a Wise IT-Use (WIT) Program for Hong Kong Primary Students

Internet gaming disorder and risky online behavior (e.g., cyberbullying, exposure to online violent content) have emerged as serious problems in the digital age. Prevalence rates range from 4% to 40% across the globe, with Asia being one of the hardest-hit regions. To address these pressing problems...

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Detalles Bibliográficos
Autores principales: Chau, Chor-lam, Tsui, Yvonne Yin-yau, Cheng, Cecilia
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2019
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6839419/
https://www.ncbi.nlm.nih.gov/pubmed/31736842
http://dx.doi.org/10.3389/fpsyg.2019.02468