Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study
By D. A. Gentile, Hyekyung Choo, A. K. Liau, Timothy Sim, Dongdong Li, Daniel Shuen Sheng Fung, Angeline Cheok Eng Khoo. Pediatrics, 2011
1,279 citations recorded by the source corpus.
Subfields: Education, Social Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/0091ff1bf2c852336eb091ef39f5c1fbc0269899
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Education
- Mark D. Griffiths
- Halley M. Pontes
- D. A. Gentile
- Daria J. Kuss
- Zsolt Demetrovics
- Orsolya Király
- Angeline Cheok Eng Khoo
- A. K. Liau
In Social Psychology
- Mark D. Griffiths
- Brandon T. McDaniel
- D. A. Gentile
- Daria J. Kuss
- Sarah M. Coyne
- Angeline Cheok Eng Khoo
- A. K. Liau
- Cecilie Schou Andreassen
In Sociology and Political Science
- Mark D. Griffiths
- Daria J. Kuss
- Zsolt Demetrovics
- Joël Billieux
- Cecilie Schou Andreassen
- Halley M. Pontes
- Ståle Pallesen
- Orsolya Király
Citations in the corpus
- The relationship between addictive use of social media and video games and symptoms of psychiatric disorders: A large-scale cross-sectional study. (2016, background): “Moreover, longitudinal and clinical data also evidenced that pathological video game use can be promoted by preexistent emotional disorders and thus can be considered a secondary disorder in some individuals (Gentile et al., 2011; Kuss & Griffiths, 2015).”
- Video Game Addiction: Past, Present and Future (2012, background): “Block [109] suggested that the diagnosis for online problems (including excessive gaming) should be included in the upcoming DSM-V as a compulsive-impulsive spectrum disorder although others have argued it should be considered a form of pathological technology use [110].”
- Pathological video-gaming among youth: A prospective study examining dynamic protective factors (2015, methodology): “Longitudinal research has shown that pathological videogaming can lead to negative mental health consequences such as depression, anxiety and social phobia (Gentile et al., 2011); pathological Internet use has been linked to later depression (Lam & Peng, 2010).”
- Mobile phone use and stress, sleep disturbances, and symptoms of depression among young adults - a prospective cohort study (2011, background): “In a longitudinal study among youths, pathological gaming predicted higher levels of depression, anxiety, social phobia, and poor school performance [22].”
- Parental Influences on Pathological Symptoms of Video-Gaming Among Children and Adolescents: A Prospective Study (2014, background): “Previous research has suggested that how well consequences are managed is a primary determinant of children’s problem behaviors (Granic and Patterson 2006).”
- Media and technology use predicts ill-being among children, preteens and teenagers independent of the negative health impacts of exercise and eating habits (2014, background): “…Singapore (Gentile, Swing, Lim, & Khoo, 2012); increased social phobia, anxiety and lower academic performance among American children and preteens (Gentile et al., 2011); and depression, social withdrawal and anxiety among adolescents and young adults who played ''massively multiplayer online…”
- Emerging in a Digital World (2013, background): “However, even after controlling for these initial conditions, pathological media use shows long-term negative effects including increased impulsivity, aggression, victimization, anxiety, ADHD symptoms, social phobia, and depression; as well as decreased social competence, emotional regulation, empat”
- Internet use and Problematic Internet Use: a systematic review of longitudinal research trends in adolescence and emergent adulthood (2017, background): “However, forms of psychopathology, including depression, anxiety and social phobia, were also found to be outcomes of online gaming related PIU (Gentile et al., 2011).”
- Does the construct of Internet addiction reflect a single entity or a spectrum of disorders (2017, background): “For example, Internet addiction has been conceptualised as a primary disorder (mostly driven by an “obsessive passion”) or a secondary disorder (as a way of coping with emotional distress) (Billieux et al. 2015b, Burnay et al. 2015, Gentile et al. 2011).”
- Internet Gaming Addiction in Adolescence: Risk Factors and Maladjustment Correlates (2018, background): “The profile of a video gamer at risk of addiction seem to be male, impulsive, with low social and emphatic competences, poor emotional regulation skills, and raised in a single-parent family (Gentile et al. 2011; Lemmens et al. 2011; Rehbein and Baier 2013).”
- Video Game Addiction, Engagement and Symptoms of Stress, Depression and Anxiety: The Mediating Role of Coping (2016, background): “This finding contributes to previous discussions on when intense gaming may or may not become problematic (Charlton & Danforth, 2007; Gentile et al., 2011; Mentzoni et al., 2011; Petry, 2013).”
- “Technoference”: The interference of technology in couple relationships and implications for women’s personal and relational well-being. (2016, background): “Certainly, other research has found a link between high levels of technology use and depression (Gentile et al., 2011; Pantic et al., 2012).”
- An Overview of Problematic Gaming (2015, background): “The prevalence rates in these studies were as follows: 1.7% in Germany (Rehbein et al., 2010); 4.2% in Norway (Brunborg et al., 2013); 4.6% in Hungary (Pápay et al., 2013); 8.5% in the United States (Gentile, 2009); and 9% in Singapore (Gentile et al., 2011).”
- The Social Media Disorder Scale (2016, neutral): “…to include three additional criteria when de fi ning the criteria for the DSM-5 diagnosis of IGD, namely deception (e.g., Demetrovics et al., 2012; Gentile et al., 2011), displacement (e.g., Huang, Wang, Qian, Zhong, & Tao, 2007; Rehbein, Kleimann, & M € ossle, 2010), and con fl ict (e.g.,…”