Gamification for Internet Gaming Disorder Prevention: Evaluation of a Wise IT-Use (WIT) Program for Hong Kong Primary Students

Internet gaming disorder and risky online behavior (e.g., cyberbullying, exposure to online violent content) have emerged as serious problems in the digital age. Prevalence rates range from 4% to 40% across the globe, with Asia being one of the hardest-hit regions. To address these pressing problems...

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Bibliographic Details
Main Authors: Chor-lam Chau, Yvonne Yin-yau Tsui, Cecilia Cheng
Format: Article
Language:English
Published: Frontiers Media S.A. 2019-11-01
Series:Frontiers in Psychology
Subjects:
Online Access:https://www.frontiersin.org/article/10.3389/fpsyg.2019.02468/full