Online (video) game addiction was the most prevalentcyberaddiction, wi terjemahan - Online (video) game addiction was the most prevalentcyberaddiction, wi Bahasa Indonesia Bagaimana mengatakan

Online (video) game addiction was t

Online (video) game addiction was the most prevalent
cyberaddiction, with studies investigating motivational (e.g.,
the achievement of success, the creation of social relationships,
the immersion in an ideal environment [19]), clinical
(e.g., mood and anxiety disorders, depressive symptoms and
suicidal thoughts, cognitive distortions, academic failure and
functional impairment [19–21]), and personality factors (e.g.,
avoidance, borderline, compulsive-impulsive disorders [19,
20]). The video games most studied for their addictive components
were massively multiplayer online role-playing
games (MMORPGs) [19, 20, 22], although other genres have
been studied recently (i.e., first-person shooter (FPS) and strategy
games) [23–25]. Several cognitive processes (e.g., rumination,
short-term thinking, risky decisionmaking, escapism,
social outlet seeking, and search for reward) have been identified
as predictors of online gaming addiction [21, 24, 26].
With regard to treatment, the most effective approach reported
was cognitive–behavioral therapy (CBT) [19, 21, 27].
Lecardeur [19] emphasized that online gaming addiction
should be differentiated from IA because players do not report
the experience of being on the internet when they are playing.
Similarly, Spekman, Konijn, Roelfsma and Griffiths [28]
pointed out that problematic gaming should be clearly distinguished
from high game exposure, which may indicate enthusiasm
in some players but psychopathology in others.
Cybersex was the second most researched cyberaddiction
found in this analysis, together with social networking sites.
Cybersex addiction has been associated mainly with excessive
online pornographic consumption [18, 29–35], and risk factors
have been associated mostly with the gratification hypothesis
(i.e., reinforcement, learning mechanisms, and craving)
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Online (video) game addiction was the most prevalentcyberaddiction, with studies investigating motivational (e.g.,the achievement of success, the creation of social relationships,the immersion in an ideal environment [19]), clinical(e.g., mood and anxiety disorders, depressive symptoms andsuicidal thoughts, cognitive distortions, academic failure andfunctional impairment [19–21]), and personality factors (e.g.,avoidance, borderline, compulsive-impulsive disorders [19,20]). The video games most studied for their addictive componentswere massively multiplayer online role-playinggames (MMORPGs) [19, 20, 22], although other genres havebeen studied recently (i.e., first-person shooter (FPS) and strategygames) [23–25]. Several cognitive processes (e.g., rumination,short-term thinking, risky decisionmaking, escapism,social outlet seeking, and search for reward) have been identifiedas predictors of online gaming addiction [21, 24, 26].With regard to treatment, the most effective approach reportedwas cognitive–behavioral therapy (CBT) [19, 21, 27].Lecardeur [19] emphasized that online gaming addictionshould be differentiated from IA because players do not reportthe experience of being on the internet when they are playing.Similarly, Spekman, Konijn, Roelfsma and Griffiths [28]pointed out that problematic gaming should be clearly distinguishedfrom high game exposure, which may indicate enthusiasmin some players but psychopathology in others.Cybersex was the second most researched cyberaddictionfound in this analysis, together with social networking sites.Cybersex addiction has been associated mainly with excessiveonline pornographic consumption [18, 29–35], and risk factorshave been associated mostly with the gratification hypothesis(i.e., reinforcement, learning mechanisms, and craving)
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Kecanduan online (video) permainan yang paling lazim
cyberaddiction, dengan studi menyelidiki motivasi (misalnya,
pencapaian keberhasilan, penciptaan hubungan sosial,
perendaman dalam lingkungan yang ideal [19]), klinis
(misalnya, mood dan gangguan kecemasan, gejala depresi dan
pikiran untuk bunuh diri, distorsi kognitif, kegagalan akademik dan
gangguan fungsional [19-21]), dan faktor kepribadian (misalnya,
menghindari, batas, kompulsif-impulsif gangguan [19,
20]). Video game yang paling banyak dipelajari untuk komponen adiktif mereka
secara besar-besaran peran-bermain online multiplayer
game (MMORPG) [19, 20, 22], meskipun genre lain telah
diteliti baru (yaitu, first-person shooter (FPS) dan strategi
permainan) [ 23-25]. Beberapa proses kognitif (misalnya, perenungan,
berpikir jangka pendek, pengambilan keputusan berisiko, pelarian,
mencari stopkontak sosial, dan mencari pahala) telah diidentifikasi
sebagai prediktor kecanduan game online [21, 24, 26].
Berkenaan dengan pengobatan, paling pendekatan yang efektif dilaporkan
adalah terapi kognitif-perilaku (CBT) [19, 21, 27].
Lecardeur [19] menekankan bahwa kecanduan game online
harus dibedakan dari IA karena pemain tidak melaporkan
pengalaman berada di internet ketika mereka sedang bermain .
Demikian pula, Spekman, Konijn, Roelfsma dan Griffiths [28]
menunjukkan bahwa game bermasalah harus dibedakan secara jelas
dari paparan permainan tinggi, yang mungkin menunjukkan antusiasme
dalam beberapa pemain tapi psikopatologi pada orang lain.
Cybersex adalah kedua yang paling diteliti cyberaddiction
ditemukan dalam analisis ini , bersama-sama dengan situs jejaring sosial.
kecanduan Cybersex telah dikaitkan terutama dengan berlebihan
konsumsi secara online porno [18, 29-35], dan faktor risiko
telah dikaitkan sebagian besar dengan kepuasan hipotesis
(yaitu, penguatan, mekanisme belajar, dan keinginan)
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