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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Bibliographic Details
Main Authors: Aviv Segev, Hila Gabay-Weschler, Yossi Naar, Hagai Maoz, Yuval Bloch
Format: Article
Language:English
Published: Public Library of Science (PLoS) 2017-01-01
Series:PLoS ONE
Online Access:http://europepmc.org/articles/PMC5510843?pdf=render

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