Breaking the Stereotype: The Case of Online Gaming
By Mark D. Griffiths, Mark N. O. Davies, Darren Chappell. Cyberpsychology, Behavior, and Social Networking, 2003
509 citations recorded by the source corpus.
Subfields: Gender Studies, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/171181301a38e60de0346abf9150fbe36478e2ed
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Gender Studies
- Dmitri Williams
- Mark D. Griffiths
- N. Yee
- Daria J. Kuss
- Ofir Turel
- John P. Charlton
- Juho Hamari
- Ian D. W. Danforth
In Sociology and Political Science
- Mark D. Griffiths
- Daria J. Kuss
- Juho Hamari
- Jonna Koivisto
- Dmitri Williams
- Scott E. Caplan
- Halley M. Pontes
- Ofir Turel
Citations in the corpus
- The Use of Online Methodologies in Data Collection for Gambling and Gaming Addictions (2009, background): “For instance, in a study by Griffiths et al. (2003), data were collected for secondary analysis at two fan sites for Everquest video game players.”
- Assessment of internet gaming disorder in clinical research: Past and present perspectives (2014, background): “MMORPGs are immersive three-dimensional gaming environments that enable large numbers of users to interact with one another via the internet (47,48).”
- Who plays, how much, and why? Debunking the stereotypical gamer profile (2008, background): “The most social and high-profile of these spaces are persistent virtual worlds—games that are always on, in which players maintain a regular character who grows and changes, and in which many players participate in long-term social groups ( Griffiths, Davies, & Chappell, 2003; Yee, 2006).”
- Online computer gaming: a comparison of adolescent and adult gamers. (2004, background): “Griffiths, Davies, and Chappell (2003) examined every poll question on both fan sites from their inception (in 1999) up until June 2002.Socio-demographic data showed that the majority of players were male (approximately 85%).Over 60% of players were older than 19 years.The vast majority of the play”
- Online Gaming Addiction? Motives Predict Addictive Play Behavior in Massively Multiplayer Online Role-Playing Games (2012, background): “Preliminary evidence suggests that individuals in different age groups can develop problematic patterns of online gaming behavior, including children,(2) adolescents,(3) and young adults,(4) indicating that excessive gaming is not only a problem for socially withdrawn adolescent gamers.(5) It has be”
- Game accessibility: a survey (2011, background): “Virtual worlds allow their users to create content and because of this high degree of customization, they have been used in various contexts and for various purposes that go beyond pure entertainment, such as education [72], business [70] and social interaction [36].”
- The Relationship Between Online Game Addiction and Aggression, Self-Control and Narcissistic Personality Traits (2008, background): “Many researchers have suggested limiting access to the Internet, especially in vulnerable populations with risk factors for addiction, or monitoring the activities they carry out as preventive methods [12].”
- Problematic Internet Use and Problematic Online Gaming Are Not the Same: Findings from a Large Nationally Representative Adolescent Sample (2014, unknown): “12,13 This could perhaps be one reason why problematic online gaming or online gaming addiction has become such a distinct research area.”
- Learning in immersive worlds: A review of game-based learning (2006, background): “The growth of online gaming has been swift and widespread (Steinkuehler, 2004; Griffiths et al., 2003; Yee, 2006), and work has demonstrated how these may have uses in education and training contexts (e.”
- Where Everybody Knows Your (Screen) Name: Online Games as "Third Places" (2006, unknown): “twenties and slightly older for females, Griffiths, Davies, & Chappell, 2003; Yee, 2002).”
- Physical Interpersonal Relationships and Social Anxiety among Online Game Players (2005, unknown): “This finding is similar to those reported by , 4 Morgan and Cotton, 13 and Whang et al. 19 Results from a Chi-square low level of independence between gender and on-line re-ported by Griffiths et al. 20 Furthermore, a large majority (87.64”
- Videogame Addiction and its Treatment (2009, background): “…are case study accounts in the literature that show that excessive videogame players display many signs of addiction (e.g. Keepers 1990), including those that play online (e.g. Griffiths 2000; Griffiths et al. 2003, 2004a, b; Wan and Chiou 2006a, b; Allison et al. 2006; Hussain and Griffiths 2009).”