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Year Number of Results
1858 1
1866 1
1869 2
1871 1
1890 1
1914 1
1918 2
1919 1
1921 3
1928 1
1933 1
1939 1
1946 2
1947 2
1948 2
1949 3
1950 3
1951 3
1952 2
1953 6
1954 3
1955 1
1956 5
1957 3
1958 4
1959 1
1960 4
1961 5
1962 11
1963 7
1964 10
1965 14
1966 17
1967 14
1968 23
1969 14
1970 14
1971 10
1972 23
1973 17
1974 23
1975 37
1976 37
1977 34
1978 51
1979 43
1980 60
1981 51
1982 47
1983 52
1984 73
1985 71
1986 65
1987 64
1988 74
1989 96
1990 94
1991 106
1992 118
1993 112
1994 116
1995 146
1996 147
1997 146
1998 162
1999 158
2000 239
2001 208
2002 227
2003 261
2004 304
2005 357
2006 441
2007 512
2008 633
2009 744
2010 969
2011 1094
2012 1418
2013 1586
2014 1773
2015 1919
2016 2143
2017 2288
2018 2390
2019 2483
2020 2813
2021 3203
2022 3470
2023 3050
2024 3235
2025 2261

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37,244 results

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Page 1
The epidemiology and effects of video game addiction: A systematic review and meta-analysis.
Limone P, Ragni B, Toto GA. Limone P, et al. Acta Psychol (Amst). 2023 Nov;241:104047. doi: 10.1016/j.actpsy.2023.104047. Epub 2023 Oct 26. Acta Psychol (Amst). 2023. PMID: 37897856 Free article.
The factors that accompanied addictive video gaming were psychological, social, and personal. An addictive gaming behavior was characterized by spending an above-average time on gaming, doing most of the gaming online, and gaming activities inte …
The factors that accompanied addictive video gaming were psychological, social, and personal. An addictive gaming behavior was …
Pathological video game use among youths: a two-year longitudinal study.
Gentile DA, Choo H, Liau A, Sim T, Li D, Fung D, Khoo A. Gentile DA, et al. Pediatrics. 2011 Feb;127(2):e319-29. doi: 10.1542/peds.2010-1353. Epub 2011 Jan 17. Pediatrics. 2011. PMID: 21242221
OBJECTIVES: We aimed to measure the prevalence and length of the problem of pathological video gaming or Internet use, to identify risk and protective factors, to determine whether pathological gaming is a primary or secondary problem, and to identify outcomes for i …
OBJECTIVES: We aimed to measure the prevalence and length of the problem of pathological video gaming or Internet use, to identify ri …
Discovering skill.
Anderson JR, Betts S, Bothell D, Lebiere C. Anderson JR, et al. Cogn Psychol. 2021 Sep;129:101410. doi: 10.1016/j.cogpsych.2021.101410. Epub 2021 Jul 9. Cogn Psychol. 2021. PMID: 34246846
Subjects were given a task of learning to play a video game either with a description of the game's causal structure (Instruction) or not (Discovery). The Instruction subjects learned faster, but successful Discovery subjects caught up. After 20 3-minute games
Subjects were given a task of learning to play a video game either with a description of the game's causal structure (Instruct …
The cognitive psychology of Internet gaming disorder.
King DL, Delfabbro PH. King DL, et al. Clin Psychol Rev. 2014 Jun;34(4):298-308. doi: 10.1016/j.cpr.2014.03.006. Epub 2014 Apr 13. Clin Psychol Rev. 2014. PMID: 24786896 Free article.
Factors included (a) beliefs about game reward value and tangibility, (b) maladaptive and inflexible rules about gaming behaviour, (c) over-reliance on gaming to meet self-esteem needs, and (d) gaming as a method of gaining social acceptance. ...IGD cognition …
Factors included (a) beliefs about game reward value and tangibility, (b) maladaptive and inflexible rules about gaming behaviour, (c …
A Serious Game (MyDiabetic) to Support Children's Education in Type 1 Diabetes Mellitus: Iterative Participatory Co-Design and Feasibility Study.
Novak D. Novak D. JMIR Serious Games. 2024 May 7;12:e49478. doi: 10.2196/49478. JMIR Serious Games. 2024. PMID: 38713496 Free PMC article.
The involvement of children and clinicians in participatory co-design contributed to to the game's high acceptance. With regard to the game's impact on education, 1 week of testing revealed an enhancement in educational outcomes. ...The guide ensures t …
The involvement of children and clinicians in participatory co-design contributed to to the game's high acceptance. With regar …
The Effects of Playing Video Games on Stress, Anxiety, Depression, Loneliness, and Gaming Disorder During the Early Stages of the COVID-19 Pandemic: PRISMA Systematic Review.
Pallavicini F, Pepe A, Mantovani F. Pallavicini F, et al. Cyberpsychol Behav Soc Netw. 2022 Jun;25(6):334-354. doi: 10.1089/cyber.2021.0252. Epub 2022 May 27. Cyberpsychol Behav Soc Netw. 2022. PMID: 35639118 Free article.
However, other research indicates that gaming may have had harmful effects. Within this context, this systematic review aimed to describe the literature on the effects of video games during the early stages of the COVID-19 crisis on stress, anxiety, depression, lone …
However, other research indicates that gaming may have had harmful effects. Within this context, this systematic review aimed to desc …
"What It Means to be a Digital Citizen": Using concept mapping and an educational game to explore children's conceptualization of digital citizenship.
Zhong J, Zheng Y. Zhong J, et al. Heliyon. 2023 Aug 22;9(9):e19291. doi: 10.1016/j.heliyon.2023.e19291. eCollection 2023 Sep. Heliyon. 2023. PMID: 37681150 Free PMC article.
Results showed that children tended to conceptualize DC superficially as personal responsibility and generally ignored the role of active online engagement. The game's mechanism had weak influence on how children conceptualized this idea, mainly reflected in the cha …
Results showed that children tended to conceptualize DC superficially as personal responsibility and generally ignored the role of active on …
Game of thorns: Modern day opium.
Bhat PS, Prakash J, Srivastava K. Bhat PS, et al. Med J Armed Forces India. 2019 Apr;75(2):130-133. doi: 10.1016/j.mjafi.2018.12.006. Epub 2019 Apr 2. Med J Armed Forces India. 2019. PMID: 31065179 Free PMC article. Review.
More and more youth are getting hooked onto this and are gradually becoming dependent on these games. World Health Organization has recognized this as a diagnosable medical illness and included as Internet Gaming Disorder (IGD) in its International Classification of …
More and more youth are getting hooked onto this and are gradually becoming dependent on these games. World Health Organization has r …
37,244 results
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