A factor-analytic investigation of computer 'addiction' and engagement.
By John P. Charlton. British Journal of Psychology, 2002
357 citations recorded by the source corpus.
Subfields: Information Systems and Management, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/177bd03e10c6c288fbb98a7d7f00ddf287ead854
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Information Systems and Management
- Ofir Turel
- Mark D. Griffiths
- Daria J. Kuss
- Alexander Serenko
- Richard T. A. Wood
- Paul Giles
- D. A. Gentile
- Ian D. W. Danforth
In Sociology and Political Science
- Mark D. Griffiths
- Daria J. Kuss
- Zsolt Demetrovics
- Ofir Turel
- Daniel L. King
- Cecilie Schou Andreassen
- Halley M. Pontes
- D. A. Gentile
Citations in the corpus
- Video Game Addiction: Past, Present and Future (2012, methodology): “Based on further analysis of the adapted DSM criteria used, these studies were later criticized as being more likely to be assessing video game preoccupation rather than video game addiction [47].”
- Online game addiction among adolescents: motivation and prevention factors (2012, methodology): “The measure has been reliable (Charlton, 2002; Charlton & Danforth, 2007, 2010) and hence we use it.”
- Gaming Addiction, Gaming Engagement, and Psychological Health Complaints Among Norwegian Adolescents (2013, methodology): “The term ‘‘gaming addiction’’ is used here; gaming is used because it emphasizes that the object of addiction is the gaming behavior, and addiction is used because it may be less ambiguous compared to the above terms (O’Brien, 2010) and because it is commonly used in the behavioral addictions litera”
- Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study (2011, background): “(1) We need to be able to define risk and protective factors for becoming a pathological gamer and its etiology.”
- Online Gaming Addiction? Motives Predict Addictive Play Behavior in Massively Multiplayer Online Role-Playing Games (2012, neutral): “…(that may be indicated by the mechanics and competition motivations) and addiction, a finding that has already been suggested by previous studies, 26,27 where excessive time investment can lead to problematic gaming (especially once the escapism motive starts to play a role) or can naturally…”
- Integrating Technology Addiction and Use: An Empirical Investigation of Online Auction Users (2011, methodology): “Second, the unidimensional construct of online game addiction developed by Charlton (2002) was adapted to the eBay environment.”
- Needing to connect: The effect of self and others on young people's involvement with their mobile phones (2010, background): “Brown’s (1993, 1997) components have been adapted to measure engagement with technologies such as computers (Charlton, 2002; Giles & Price, 2008) and online games (Charlton & Danforth, 2007) and include symptoms such as cognitive and behavioural salience, withdrawal and loss of control (see Table 1)”
- An Overview of Problematic Gaming (2015, background): “These studies were later criticized by Charlton (2002) as more likely assessing gaming preoccupation rather than gaming addiction.”
- Pathological Video-Game Use Among Youth Ages 8 to 18 (2009, background): “Although there is little research on where the dividing line is, being highly engaged in a behavior appears to be both theoretically and empirically distinct from being addicted (Charlton, 2002).”
- Assessment of internet gaming disorder in clinical research: Past and present perspectives (2014, background): “Most important, although similar, pathological gambling and excessive gaming do not present with the same clinical features, and some have argued that using the diagnostic criteria for pathological gambling in order to diagnose gaming addiction only taps into obsessive use and pre-occupation rather ”
- Distinguishing addiction and high engagement in the context of online game playing (2007, methodology): “Attention was also paid to the notion that a developmental process might exist in which high engagement precedes addiction (Charlton, 2002).”
- Problems with the Concept of Video Game “Addiction”: Some Case Study Examples (2008, methodology): “classification is based on endorsement of a number of items rather than all of the items) ( Charlton 2002 ).”
- The Role of Structural Characteristics in Problematic Video Game Play: An Empirical Study (2011, background): “However, time spent playing video games is not directly related to problem behaviour (Charlton 2002; Shaffer et al. 2000).”
- Internet Gaming Addiction: A Systematic Review of Empirical Research (2012, methodology): “Finally, the Addiction-Engagement Questionnaire (modified from Charlton 2002) has also been used.”
- Video Game Addiction: The Push To Pathologize Video Games (2017, background): “Therefore, it is of little surprise that concerns about ‘game addiction’ have drawn substantial amounts of attention in the news and academic literature (Charlton, 2002).”