Bruno Schivinski
Dados Biográficos
| ID | 1740652 |
|---|---|
| NOME | Bruno Schivinski |
| PRENOMES | Bruno |
| SOBRENOME | Schivinski |
| ASSINATURA | SCHIVINSKI B |
| AFILIAÇÕES | RMIT University |
| ORCID | 0000-0002-4095-1922 |
| VERIFICADO | Sim |
| TOTAL DE OBRAS | 8 |
| TOTAL DE CITAÇÕES | 0 |
| TOTAL COMO AUTOR | 8 |
| TOTAL COMO EDITOR | 0 |
| PRIMEIRO ANO DE PUBLICAÇÃO | 2019 |
| ANO MAIS RECENTE DE PUBLICAÇÃO | 2026 |
| ÍNDICE H | 0 |
The role of videogame genre and platform in gaming disorder tendencies
A longitudinal analysis of the network structure of internet gaming disorder and its associations with distress
Concerns have arisen regarding the possible addictive nature of videogames, resulting in the provisional recognition of internet gaming disorder (IGD) as a behavioural addiction. However, this classification remains controversial, with arguments abounding regarding its structure and nature. Therefore, the present study examined the network structure/characteristics of nine IGD symptoms and three distress behaviours (i.e. depression, anxiety, and …
Machine Learning(s) in gaming disorder through the user-avatar bond
In response to our study, the commentary by Infanti et al. (2024) raised critical points regarding (i) the conceptualization and utility of the user-avatar bond in addressing gaming disorder (GD) risk, and (ii) the optimization of supervised machine learning techniques applied to assess GD risk. To advance the scientific dialogue and progress in these areas, the present paper aims to: (i) enhance the clarity and understanding of the concepts of t…
A many-analysts approach to the relation between religiosity and well-being
The relation between religiosity and well-being is one of the most researched topics in the psychology of religion, yet the directionality and robustness of the effect remains debated. Here, we adopted a many-analysts approach to assess the robustness of this relation based on a new cross-cultural dataset (N=10,535 participants from 24 countries). We recruited 120 analysis teams to investigate (1) whether religious people self-report higher well-…
Many analysts and few incentives
Disclosure statementNo potential conflict of interest was reported by the author(s).Additional informationFundingThis work was supported by Australian Research Council: [Grant Number DP180102384]
The interplay between time spent gaming and disordered gaming
The relationship between weekly time spent gaming and disordered gaming is multifaceted and varies according to the diagnostic framework adopted. The results highlight the need for further refinement at the diagnostic level in regard to disordered gaming
Problematic Online Behaviors Among Gamers
Measurement and Conceptualization of Gaming Disorder According to the World Health Organization Framework
Previous research on gaming disorder (GD) has highlighted key methodological and conceptual hindrances stemming from the heterogeneity of nomenclature and the use of non-standardized psychometric tools to assess this phenomenon. The recent recognition of GD as an official mental health disorder and behavioral addiction by the World Health Organization (WHO) in the 11th Revision of the International Classification of Diseases (ICD-11) opens up new…
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Measurement and Conceptualization of Gaming Disorder According to the World Health Organization Framework
Previous research on gaming disorder (GD) has highlighted key methodological and conceptual hindrances stemming from the heterogeneity of nomenclature and the use of non-standardized psychometric tools to assess this phenomenon. The recent recognition of GD as an official mental health disorder and behavioral addiction by the World Health Organization (WHO) in the 11th Revision of the International Classification of Diseases (ICD-11) opens up new…
Problematic Online Behaviors Among Gamers
The interplay between time spent gaming and disordered gaming
The relationship between weekly time spent gaming and disordered gaming is multifaceted and varies according to the diagnostic framework adopted. The results highlight the need for further refinement at the diagnostic level in regard to disordered gaming
A many-analysts approach to the relation between religiosity and well-being
The relation between religiosity and well-being is one of the most researched topics in the psychology of religion, yet the directionality and robustness of the effect remains debated. Here, we adopted a many-analysts approach to assess the robustness of this relation based on a new cross-cultural dataset (N=10,535 participants from 24 countries). We recruited 120 analysis teams to investigate (1) whether religious people self-report higher well-…
Many analysts and few incentives
Disclosure statementNo potential conflict of interest was reported by the author(s).Additional informationFundingThis work was supported by Australian Research Council: [Grant Number DP180102384]
Machine Learning(s) in gaming disorder through the user-avatar bond
In response to our study, the commentary by Infanti et al. (2024) raised critical points regarding (i) the conceptualization and utility of the user-avatar bond in addressing gaming disorder (GD) risk, and (ii) the optimization of supervised machine learning techniques applied to assess GD risk. To advance the scientific dialogue and progress in these areas, the present paper aims to: (i) enhance the clarity and understanding of the concepts of t…
A longitudinal analysis of the network structure of internet gaming disorder and its associations with distress
Concerns have arisen regarding the possible addictive nature of videogames, resulting in the provisional recognition of internet gaming disorder (IGD) as a behavioural addiction. However, this classification remains controversial, with arguments abounding regarding its structure and nature. Therefore, the present study examined the network structure/characteristics of nine IGD symptoms and three distress behaviours (i.e. depression, anxiety, and …
The role of videogame genre and platform in gaming disorder tendencies
Computer Science (6 obras) · Psychology (6 obras) · Impact of Technology on Adolescents (5 obras) · Social Psychology (4 obras) · The Internet (4 obras) · Clinical Psychology (3 obras) · Digital Mental Health Interventions (3 obras) · World Wide Web (3 obras) · Artificial Intelligence (2 obras) · Avatar (2 obras)