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Open AccessJournal ArticleDOI

A critical review on the moderating role of contextual factors in the associations between video gaming and well-being

TLDR
In this article, the authors highlight five important contextual factors that should be considered when studying the associations between the frequency of video gaming and well-being and suggest that unless the social context (who), type (what), motivation (why), time and day (when), and amount (how much) of video game activities are adequately considered, examinations of well-learning outcomes in relation to video gaming will remain incomplete.
About
This article is published in Computers in Human Behavior.The article was published on 2021-08-01 and is currently open access. It has received 14 citations till now. The article focuses on the topics: Video game & Popularity.

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Gaming well: Links between videogames and flourishing mental health

TL;DR: Strengths in existing games that generate positive affect, positive functioning, and positive social functioning are identified, contributing to, and supporting mental health and well-being.
Journal ArticleDOI

Potential and Pitfalls of Mobile Mental Health Apps in Traditional Treatment: An Umbrella Review

TL;DR: In this paper , the authors provide a holistic summary of mobile mental health apps' key potential and pitfalls, including user engagement issues, safety issues in emergencies, privacy and confidentiality breaches, and the utilization of non-evidence-based approaches.
Journal ArticleDOI

Associations between Leisure Preferences, Mindfulness, Psychological Capital, and Life Satisfaction

TL;DR: In this article , the authors explore which leisure preferences contribute to mindfulness, psychological capital, and life satisfaction and assess whether mindfulness and psychological capital are associated with different leisure preferences, and find that people who did not spend free time watching television scored higher on life satisfaction, mindfulness, and psychologically capital.
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Smartphone use and daily cognitive failures: A critical examination using a daily diary approach with objective smartphone measures.

TL;DR: In this article , the authors examined the within-person associations between various objective indicators of smartphone use and daily cognitive failures using a 7-day daily diary study, and found negative within person associations between smartphone screen time for social and tools-related applications and daily Cognitive Failure.
References
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Journal ArticleDOI

The Impacts of Video Games on Cognition (and How the Government Can Guide the Industry)

TL;DR: A review of the current state of the scientific literature surrounding video games can be found in this article, where the focus is on the effects of video games on the brain and behavior.
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Mobile data donations: Assessing self-report accuracy and sample biases with the iOS Screen Time function

TL;DR: Results indicate that users’ privacy concerns and technical skills are crucial factors for the willingness to donate mobile log data and there is a strong tendency for underreporting of smartphone usage duration and frequency.
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Trends in prevalence of depression in Germany between 2009 and 2017 based on nationwide ambulatory claims data.

TL;DR: Depressive disorders are of increasing importance in ambulatory health care in Germany, and parts of the increase may be attributed to changing cultural constructions of mental health along with the expansion ofmental health care supply.
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Associations between violent video gaming, empathic concern, and prosocial behavior toward strangers, friends, and family members.

TL;DR: Investigation of associations between violent video gaming, empathic responding, and prosocial behavior enacted toward strangers, friends, and family members showed small to moderate effects between playing violent videoGaming and lowered empathic concern for both males and females.
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Everything in Moderation: Moderate Use of Screens Unassociated with Child Behavior Problems

TL;DR: Results do not support a strong focus on screen time as a preventative measure for youth problem behaviors and an “everything in moderation” message when discussing screen time with parents may be most productive.
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