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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...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Frontiers Media S.A.
2019
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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 |