Contextualising Adolescents' Egaming
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Adolescents' consumption and problems related to playing and gambling on electronic devices like tv, pc and the internet, here labelled egaming, are increasing. By using qualitative techniques, the proposed project aims to contextualise adolescents' egaming and egaming problems. The primary objective of this project was to: - Develop context-based knowledge about how adolescents’ eGaming habits are regulated in households - Discuss implications for further research, prevention and treatment of adolescent eGaming issues, with particular focus on the household level



