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Mental health and behavioral problems associated with video game playing among Brazilian adolescents.

Luiza Chagas BrandãoZila van der Meer SanchezPatricia Paiva de Oliveira GalvãoMárcia Helena da Silva Melo
Published in: Journal of addictive diseases (2021)
Brazilian adolescents' self-reported use of video games is compatible with the world average, but the percentage of those who showed problematic use is higher than the world average. This study demonstrates the need for investigating how to prevent and intervene in this situation.
Keyphrases
  • mental health
  • young adults
  • physical activity
  • virtual reality
  • mental illness