Affordable entertainment is becoming a priority too, which online geek goods retailer Merchoid explores in a new report.
Tag:
gaming
- Cyberpsychology & Technology
Gaming Set to Monitor Impact of Digitalisation on Young People’s Well-Being
Focusing on adolescents aged 10–24 years, the research will examine how our rapidly changing society has created additional digital stressors.
- Cyberpsychology & Technology
Which Age Group Are Most Likely to Be Addicted to Video Games? The Results Might Surprise You
by News Releaseby News ReleaseIn an increasingly digital world, most people own multiple electronic devices with screens.
- Cyberpsychology & Technology
New Research Raises Questions About Sexist Attitudes in the Gaming World
by News Releaseby News ReleaseNew research by psychologists at Edge Hill University suggests that gendered violence in video games does not increase sexist attitudes in male gamers.
- Mental Health & Well-Being
Safe Gaming – New Guidelines Will Support Children Online
by News Releaseby News ReleaseResearch into how young people can be supported to use online gaming safely to enhance their mental well-being has been launched at the University of Birmingham.
- Clinical Psychology & Psychotherapy
Gaming Is the Second Most Common Addiction – According to an International Dutch Clinic
Playing video games for fun is typically a harmless activity and popular pastime among young people.