Beyond Self-Selection in Video Game Play: An Experimental Examination of the Consequences of Massively Multiplayer Online Role-Playing Game Play
By Joshua M. Smyth. Cyberpsychology, Behavior, and Social Networking, 2007
326 citations recorded by the source corpus.
Subfields: Education, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/3c308a6552694e08c583c15c1fa370f59ef8c7fd
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
- Xavier Carbonell
- Marta Beranuy
- Joël Billieux
- C. Ferguson
In Sociology and Political Science
- Mark D. Griffiths
- Joël Billieux
- Patti M. Valkenburg
- Jochen Peter
- Jeroen S. Lemmens
- Daria J. Kuss
- Xavier Carbonell
- Marta Beranuy
Citations in the corpus
- Prevalence and Risk Factors of Video Game Dependency in Adolescence: Results of a German Nationwide Survey (2010, unknown): “These findings are in line with other studies reporting especially MMORPG users being at higher risk of developing VGD. 4,17 In this regard, above all the MMORPG World of Warcraft must be assessed as critical, since in most countries it is classified as suitable for adolescents (European States…”
- Engagement in digital entertainment games: A systematic review (2012, background): “Smyth (2007) found that players of online games enjoyed them more than those playing other kinds of games, even although they also suffered more from the detrimental effects of playing these games.”
- Psychosocial causes and consequences of pathological gaming (2011, background): “It has been suggested that these psychosocially vulnerable gamers are particularly susceptible to pathological involvement with online games (Ng & Wiemer-Hastings, 2005; Smyth, 2007).”
- Problematic Use of the Internet and Self-Regulation: A Review of the Initial Studies (2012, background): “Interestingly, high urgency and low premeditation have been highlighted as predictors of excessive involvement in massively multiplayer online role playing games [35], a behavior frequently linked to PIU [66].”
- Clinical and Personality Correlates of MMO Gaming (2013, background): “Smyth (2007) noted that MMO players reported worse health, worse sleep quality, and worse interference in socializing after 1 month compared to those who played arcade, console, or solo computer games.”
- Consequences of Play: A Systematic Review of the Effects of Online Gaming (2012, background): “Five studies focused solely on adolescents; with one study of gamers in their pre-teens to 20s (Wei, 2007); two studies of teenagers (Ko et al. 2005; Ang et al. 2006); and two of gamers in their teens to early twenties (Lo et al. 2005; Smyth 2007).”
- A Qualitative Analysis of Online Gaming Addicts in Treatment (2013, background): “Compared to players of arcade, console or offline computer games, Smyth (2007) reported that those who play MMORPGs excessively have worse health, worse sleep quality, greater difficulty in socializing in real-life, and worse academic performance.”
- Blazing Angels or Resident Evil? Can Violent Video Games be a Force for Good? (2010, background): “Somewhat by contrast Williams (2006) and Smyth (2007) found something of a trade-off, with online social and civic engagements replacing some off-line engagements.”