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Published on in Vol 9 (2025)

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/63258, first published .
Ambivalent User Needs as a Challenge and Chance for the Design of a Web-Based Intervention for Gaming Disorder: Qualitative Interview Study With Adolescents and Young Adults

Ambivalent User Needs as a Challenge and Chance for the Design of a Web-Based Intervention for Gaming Disorder: Qualitative Interview Study With Adolescents and Young Adults

Ambivalent User Needs as a Challenge and Chance for the Design of a Web-Based Intervention for Gaming Disorder: Qualitative Interview Study With Adolescents and Young Adults

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  1. Radunz M, Stevens M, Behm S, Hameed M, Bowden-Jones H, Delfabbro P, Demetrovics Z, Higuchi S, Potenza M, Wölfling K, Brandhorst I, Bore P, Claesdotter-Knutsson E, González-Bueso V, Herpertz S, Dieris-Hirche J, Hofstedt A, Gordh A, Jiménez-Murcia S, Nielsen P, Pallesen S, Paschke K, Ratta-apha W, Rigter H, Santamaria J, Sugara G, King D. Common practice elements of cognitive behavioral therapy for gaming disorder: A systematic review and expert panel evaluation. Clinical Psychology Review 2026;126:102740 View