Online computer gaming: a comparison of adolescent and adult gamers.
By Mark D. Griffiths, Mark N. O. Davies, Darren Chappell. Journal des adolescens, 2004
521 citations recorded by the source corpus.
Subfields: Education, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/0c9eefd97dc19160817c833cf6c73f9ac4c7b1a5
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
- Jochen Peter
- Patti M. Valkenburg
- Jeroen S. Lemmens
- Ofir Turel
- Thomas Hainey
- Yufei Yuan
- Zhengchuan Xu
In Sociology and Political Science
- Mark D. Griffiths
- Patti M. Valkenburg
- Jochen Peter
- Jeroen S. Lemmens
- Ofir Turel
- Thomas Hainey
- T. Connolly
- Elizabeth A. Boyle
Citations in the corpus
- Consequences of Play: A Systematic Review of the Effects of Online Gaming (2012, background): “Today’s gamer is more likely immersed in a virtual multiplayer world that offers sophisticated visual and auditory characteristics (Griffiths et al. 2004) through a constant stream of activity and engagement.”
- The Use of Online Methodologies in Data Collection for Gambling and Gaming Addictions (2009, background): “…in excessive and non-excessive online video gaming (e.g., Griffiths et al. 2004a), adolescent excessive and non-excessive online video gaming (Griffiths et al. 2004b), time loss and dissociation in video gaming (Wood et al. 2007b), online video gaming addiction and/or aggression (Grüsser et…”
- Online game addiction among adolescents: motivation and prevention factors (2012, background): “Online video games have become a popular form of electronic entertainment, especially among children and adolescents (Griffiths et al, 2003, 2004; Choi & Kim, 2004).”
- The Role of Context in Online Gaming Excess and Addiction: Some Case Study Evidence (2009, background): “His gaming was essentially a social activity as has been identified elsewhere in the literature (Griffiths et al. 2004a, b; Chen et al. 2006; Wang and Wang 2008), and he also met his girlfriend online and in-game, something that a recent study found occurring among one in ten gamers (Cole and…”
- Development and Validation of a Game Addiction Scale for Adolescents (2008, background): “We specifically focused on adolescents because (a) they generally play computer and videogames more frequently than adults (eg, Griffiths, Davies, & Chappel, 2004 ) and (b) they are considered more vulnerable to game addiction than adults are ( Griffiths & Wood, 2000 ).”
- Engagement in digital entertainment games: A systematic review (2012, background): “Griffiths et al. (2004) found that the average number of hours played by players of the game Everquest was 25.3 h per week for adolescents and 24.7 h for adults.”
- The benefits of and constraints to participation in seniors’ online communities (2014, background): “Results indicated that in a reality of limited alternatives for digital games that meet older adults’ needs and interests (De Schutter & Abeele, 2008; Griffiths et al., 2004; IJsselsteijn et al., 2007), seniors have found an independent system to satisfy their need for play.”