Online game addiction among adolescents: motivation and prevention factors
By Zhengchuan Xu, Ofir Turel, Yufei Yuan. European Journal of Information Systems, 2012
380 citations recorded by the source corpus.
Subfields: Education, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/1f9b064f746efaae2ccfa0d087a964615bcc3af1
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
- Zsolt Demetrovics
- Orsolya Király
- Daniel Romer
- Róbert Urbán
- Tim Weitzel
- Sven Laumer
- Fiordalisa Melodia
In Sociology and Political Science
- Zsolt Demetrovics
- Mark D. Griffiths
- Orsolya Király
- Christian Maier
- Sven Laumer
- Tim Weitzel
- Monideepa Tarafdar
- Róbert Urbán
Citations in the corpus
- Explaining the link between technostress and technology addiction for social networking sites: A study of distraction as a coping behavior (2019, background): “Studies have examined various factors leading to IT addiction such as social-demographics (Young 1998), personality traits (Kim et al. 2008), technology characteristics (Griffiths and Parke 2002) and the extent to which IT satisfies individual needs (Xu et al. 2012).”
- The Needs-Affordances-Features Perspective for the Use of Social Media (2018, neutral): “Gaming contexts, in which competition affordances are salient, can offer challenges that do not even have counter-parts in the real world, thus providing a unique environment for individuals to challenge their competence and demonstrate efficacy and effectance (Xu et al. 2012).”
- Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model. (2016, neutral): “Features of Internet addiction may co-vary positively with both positive expectancies (e.g., to experience pleasure) and avoidance expectancies (e.g., to escape from reality) on a bivariate level (Brand et al., 2014a; Lee et al., 2014; Turel et al., 2011; Xu et al., 2012).”
- The Role of Avoidance Coping and Escape Motives in Problematic Online Gaming: A Systematic Literature Review (2020, methodology): “…reported that escapism was associated with (and might be a predictor of) IGD and increased time spent gaming (Király et al. 2017; Kwon et al. 2011; Xu et al. 2012; Kim et al. 2016; Kaczmarek and Drążkowski 2014; Bányai et al. 2019; Šporčić and Glavak-Tkalić 2018; Biegun et al. 2019; Ramos-Diaz et…”
- The role of parents in problematic internet use among us adolescents (2016, background): “This expectation is based in previous work on the relationship between parental variables and adolescent internet use (e.g., C.-H. Lin et al., 2009; Vaala & Bleakley, 2015; Xu et al., 2012).”
- Do gaming motives mediate between psychiatric symptoms and problematic gaming? An empirical survey study (2017, background): “As highlighted earlier in the paper, escapism has been shown to be a predictor of problematic use in Massive Multiplayer Online Role Playing Games (MMORPGs) (Yee 2006; Nagygy€orgy et al. 2012; Xu et al. 2012; Billieux et al. 2013; KardefeltWinther 2014b).”