Eva Grosemans
Dados Biográficos
| ID | 113293 |
|---|---|
| NOME | Eva Grosemans |
| PRENOMES | Eva |
| SOBRENOME | Grosemans |
| ASSINATURA | GROSEMANS E |
| AFILIAÇÕES | KU Leuven |
| ORCID | 0000-0001-7035-8313 |
| VERIFICADO | Sim |
| TOTAL DE OBRAS | 4 |
| TOTAL DE CITAÇÕES | 0 |
| TOTAL COMO AUTOR | 4 |
| TOTAL COMO EDITOR | 0 |
| PRIMEIRO ANO DE PUBLICAÇÃO | 2024 |
| ANO MAIS RECENTE DE PUBLICAÇÃO | 2025 |
| ÍNDICE H | 0 |
Psychometric Validation of the Gaming Disorder Scale for Adolescents (Gadis-A) in Dutch Among Flemish Adolescents
The Gaming Disorder Scale for Adolescents (GADIS-A, Paschke, Austermann & Thomasius, 2020) was the first screening tool for gaming disorder based on the new ICD-11 criteria. In order to increase the international applicability of the GADIS-A, the current study aimed to validate the psychometric properties of the Dutch version of the instrument. It was validated in a survey among 1773 Flemish (= Dutch-speaking part of Belgium) video game playing a…
Postdigital Videogames Literacies
This article is a collective response to the 2003 iteration of James Paul Gee’s What Video Games Have to Teach Us About Learning and Literacy . Gee’s book, a foundational text for those working in game studies, literacy studies, and education, identified 36 principles of ‘good learning’ which he argued were built into the design of good games, and which have since been used to unsettle the landscape of formal education. This article brings togeth…
Does parents' perceived style of setting limits to gaming matter? The interplay between profiles of parental mediation and BIS/BAS sensitivity in problematic gaming and online gambling
INTRODUCTION: Parents try to prevent possible negative outcomes associated with gaming by setting rules on their adolescent's gaming behavior (i.e., restrictive mediation). Parents can use either more autonomy-supportive or more controlling styles to communicate those rules. Using a person-centered approach, this study aims to, first, identify profiles of parents' perceived degree of restrictive mediation in gaming and styles of communicating the…
Making Complexity Measurable in Practice
Over the past decade, videogames have become increasingly gambling-like in their design. Scientific and regulatory attempts to unravel such design seem particularly oriented towards the effects and regulatory treatment of paid-for loot boxes, favoring either measurability or complexity. Departing from gamble-play theory, this paper, therefore, attempts to make complexity measurable in practice. We conduct a formal analysis of 20 videogames that i…
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Postdigital Videogames Literacies
This article is a collective response to the 2003 iteration of James Paul Gee’s What Video Games Have to Teach Us About Learning and Literacy . Gee’s book, a foundational text for those working in game studies, literacy studies, and education, identified 36 principles of ‘good learning’ which he argued were built into the design of good games, and which have since been used to unsettle the landscape of formal education. This article brings togeth…
Does parents' perceived style of setting limits to gaming matter? The interplay between profiles of parental mediation and BIS/BAS sensitivity in problematic gaming and online gambling
INTRODUCTION: Parents try to prevent possible negative outcomes associated with gaming by setting rules on their adolescent's gaming behavior (i.e., restrictive mediation). Parents can use either more autonomy-supportive or more controlling styles to communicate those rules. Using a person-centered approach, this study aims to, first, identify profiles of parents' perceived degree of restrictive mediation in gaming and styles of communicating the…
Making Complexity Measurable in Practice
Over the past decade, videogames have become increasingly gambling-like in their design. Scientific and regulatory attempts to unravel such design seem particularly oriented towards the effects and regulatory treatment of paid-for loot boxes, favoring either measurability or complexity. Departing from gamble-play theory, this paper, therefore, attempts to make complexity measurable in practice. We conduct a formal analysis of 20 videogames that i…
Psychometric Validation of the Gaming Disorder Scale for Adolescents (Gadis-A) in Dutch Among Flemish Adolescents
The Gaming Disorder Scale for Adolescents (GADIS-A, Paschke, Austermann & Thomasius, 2020) was the first screening tool for gaming disorder based on the new ICD-11 criteria. In order to increase the international applicability of the GADIS-A, the current study aimed to validate the psychometric properties of the Dutch version of the instrument. It was validated in a survey among 1773 Flemish (= Dutch-speaking part of Belgium) video game playing a…
Developmental psychology (2 obras) · Gambling Behavior and Treatments (2 obras) · Impact of Technology on Adolescents (2 obras) · Psychology (2 obras) · Artificial Intelligence in Games (1 obras) · Autonomy (1 obras) · Behavioral Health and Interventions (1 obras) · Cartography (1 obras) · Child and Adolescent Psychosocial and Emotional Development (1 obras) · Clinical Psychology (1 obras)