The measurement of maladaptive cognitions underlying problematic video-game playing among adults

dc.contributor.authorForrest, C.
dc.contributor.authorKing, D.
dc.contributor.authorDelfabbro, P.
dc.date.issued2016
dc.descriptionResearch report
dc.description.abstractAbstract not available
dc.description.statementofresponsibilityCameron J. Forrest, Daniel L. King, Paul H. Delfabbro
dc.identifier.citationComputers in Human Behavior, 2016; 55(Part A):399-405
dc.identifier.doi10.1016/j.chb.2015.09.017
dc.identifier.issn0747-5632
dc.identifier.issn1873-7692
dc.identifier.orcidForrest, C. [0000-0002-8586-9199]
dc.identifier.orcidKing, D. [0000-0002-1762-2581]
dc.identifier.orcidDelfabbro, P. [0000-0002-0466-5611]
dc.identifier.urihttp://hdl.handle.net/2440/97055
dc.language.isoen
dc.publisherElsevier
dc.rights© 2015 Elsevier Ltd. All rights reserved.
dc.source.urihttps://doi.org/10.1016/j.chb.2015.09.017
dc.subjectInternet gaming disorder; Addiction; Cognition; Cognitive-behaviour therapy; CBT; Problem video-gaming
dc.titleThe measurement of maladaptive cognitions underlying problematic video-game playing among adults
dc.typeJournal article
pubs.publication-statusPublished

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