Excessive Computer Game Playing: Evidence for Addiction and Aggression?
By S. Grüsser, R. Thalemann, Mark D. Griffiths. Cyberpsychology, Behavior, and Social Networking, 2007
651 citations recorded by the source corpus.
Subfields: Education, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/68fea0db8b238b135f9d71de9226bd42452ac6f6
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
- Daria J. Kuss
- Patti M. Valkenburg
- Jochen Peter
- Jeroen S. Lemmens
- Alex Meredith
- Michael Scharkow
- Daniel L. King
In Sociology and Political Science
- Mark D. Griffiths
- Daria J. Kuss
- Patti M. Valkenburg
- Jochen Peter
- Jeroen S. Lemmens
- Richard M. Ryan
- Michael Scharkow
- D. A. Gentile
Citations in the corpus
- Consequences of Play: A Systematic Review of the Effects of Online Gaming (2012, background): “2006); three studies from 2007 (Grüsser et al. 2007; Wei 2007; Smyth 2007); three studies from 2008 (Hussain and Griffiths 2008; Kim et al.”
- Videogame Addiction and its Treatment (2009, background): “…videogame playing can be addictive (e.g. Griffiths 2000, 2008), especially online videogame playing where the game never pauses or ends and has the potential to be a never-ending activity (e.g. Ng and Weimer-Hastings 2005; Chappell et al. 2006; Grüsser et al. 2007; Hussain and Griffiths 2009).”
- Video Game Structural Characteristics: A New Psychological Taxonomy (2009, background): “…5005, Australia e-mail: Daniel.King@adelaide.edu.au M. Griffiths International Gaming Research Unit, Psychology Division, Nottingham Trent University, Nottingham, UK excessively (Fisher 1994; Griffiths and Davies 2005; Grüsser et al. 2007; Ladouceur and Dube 1995; Salguero and Moran 2002).”
- The Use of Online Methodologies in Data Collection for Gambling and Gaming Addictions (2009, background): “2007b), online video gaming addiction and/or aggression (Grüsser et al. 2007; Hussain and Griffiths 2009), gender swapping in online video gaming (Hussain and Griffiths 2008), excessive socialising in online video gaming (Cole and Griffiths 2007), and excessive Internet use more generally (e.”
- Problematic computer game use among adolescents, younger and older adults. (2013, background): “Confirming previous findings, problematic game use is associated with lower levels of sociability [23,28], less perceived social support, lower expectations of selfefficacy [15], aggressive behaviour—both physical and anger-related [22,23,27]—as well as lower life satisfaction [23,24].”
- Videogame Addiction: Further Thoughts and Observations (2008, background): “However, there is evidence that when taken to excess, videogame playing can in some cases be addictive (e.g., Griffiths 2000), especially online videogame playing where the game never ends and has the potential to be a 24/7 activity (e.g., Chappell et al. 2006; Grusser et al. 2007 ).”
- The Role of Context in Online Gaming Excess and Addiction: Some Case Study Evidence (2009, background): “The author sent Dave some of his academic writings including a copy of the study that had been widely reported (Grüsser et al. 2007), a paper on the addiction components model (Griffiths 2005a), and a paper applying the addiction components model to online gaming (Chappell et al. 2006).”
- Does gamification affect brand engagement and equity? A study in online brand communities (2020, neutral): “…be considered a pinnacle of engaging interactions without extrinsic or utilitarian reasons (Granic, Lobel, & Engels, 2014; Hamari & Keronen, 2017; Mallon & Lynch, 2014; Malone, 1981; Ryan, Rigby, & Przybylski, 2006) sometimes even to the degree of addiction (Grüsser, Thalemann, & Griffiths, 2006).”
- Internet Gaming Addiction in Adolescence: Risk Factors and Maladjustment Correlates (2018, background): “Several studies have documented the existence of a kind of behavioral addiction related to Video Games (Grüsser et al. 2006).”
- The Role of Structural Characteristics in Problematic Video Game Play: An Empirical Study (2011, background): “played excessively, may have a negative impact on an individual’s school or work productivity, sleep patterns, social relationships, and psychological health and wellbeing (e.g., Griffiths 2000; Ng and Wiemer-Hastings 2005; Salguero and Moran 2002; Grüsser et al. 2007).”