Demographic Factors and Playing Variables in Online Computer Gaming
By Mark D. Griffiths, Mark N. O. Davies, Darren Chappell. Cyberpsychology, Behavior, and Social Networking, 2004
476 citations recorded by the source corpus.
Subfields: Education, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/6d1897967dfc29ef9db947985014d67f94f08c41
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
- Halley M. Pontes
- Scott E. Caplan
- Juho Hamari
- Zsolt Demetrovics
- D. A. Gentile
- Ellen J. Helsper
In Sociology and Political Science
- Mark D. Griffiths
- Daria J. Kuss
- Juho Hamari
- Halley M. Pontes
- Zsolt Demetrovics
- Dmitri Williams
- Scott E. Caplan
- Orsolya Király
Citations in the corpus
- Videogame Addiction and its Treatment (2009, background): “There has been speculation that online gaming may be more problematic and/or addictive than offline (stand alone) games (e.g. Griffiths et al. 2004a ).”
- Who plays, how much, and why? Debunking the stereotypical gamer profile (2008, background): “Given that other, more general, research on games finds that 38% of players are female ( Griffiths et al., 2004 ), and that women are the driving force behind the majority of online game play (Jones, 2003), the MMO findings stand in defiance of other trends.”
- Taking risks when communicating on the Internet: the role of offline social-psychological factors in young people's vulnerability to online risks (2007, background): “…has instead found it to support an expansion in social networks (Mesch 2001; Kraut et al. 2002; Bakardjieva 2003), albeit through weak ties (Hampton & Wellman 2003), nonetheless, concerns remain over whether internet use is associated with social isolation (Nie 2001; Griffiths et al. 2004).”
- The Use of Online Methodologies in Data Collection for Gambling and Gaming Addictions (2009, background): “…in excessive and non-excessive online video gaming (e.g., Griffiths et al. 2004a), adolescent excessive and non-excessive online video gaming (Griffiths et al. 2004b), time loss and dissociation in video gaming (Wood et al. 2007b), online video gaming addiction and/or aggression (Grüsser et…”
- Problematic computer game use among adolescents, younger and older adults. (2013, background): “Griffiths, Davies & Chappell [13] further refer to the necessity to supplement the amount of time spent on gaming with information about what has been neglected in order to play the game.”
- An Overview of Problematic Gaming (2015, background): “…offline video games that are typically played alone and against the computer, online video games are usually played with, or against, other gamers (i.e., multiplayer games) in large, sophisticated, detailed, and evolving worlds based in different narrative environments (Griffiths et al., 2004).”
- The Role of Context in Online Gaming Excess and Addiction: Some Case Study Evidence (2009, background): “His gaming was essentially a social activity as has been identified elsewhere in the literature ( Griffiths et al. 2004a, b; Chen et al. 2006; Wang and Wang 2008), and he also met his girlfriend online and in-game, something that a recent study found occurring among one in ten gamers (Cole and Grif”
- Beyond Self-Selection in Video Game Play: An Experimental Examination of the Consequences of Massively Multiplayer Online Role-Playing Game Play (2007, unknown): “10 People may systematically reduce time spent so-cializing with real-life friends to spend more time online, to play but also to socialize and form social networks or connections with online friends.”
- Parental Influences on Pathological Symptoms of Video-Gaming Among Children and Adolescents: A Prospective Study (2014, background): “…typically included symptoms of preoccupation, tolerance, loss of control, withdrawal, escape, and disruptions in schooling, family, and other social relationships in measures of pathological videogaming (e.g., Griffiths and Dancaster 1995; Griffiths and Hunt 1998; Johansson and Götestam 2004).”
- The Role of Structural Characteristics in Problematic Video Game Play: An Empirical Study (2011, background): “…with previous research (and academic conjecture) that underlines the importance of social and reward features (Charlton and Danforth 2007; Griffiths et al. 2004; Wood et al. 2004), this study was the first to distinguish between different psychological interactions with such features and…”
- Video Game Addiction: Past, Present and Future (2012, background): “These include sacrificing work, education, hobbies, socializing, time with partner/family, and sleep [56-64], increased stress [56], an absence of real life relationships [65], lower psychosocial well-being and loneliness [66], poorer social skills [67,68], decreased academic achievement [28,62, 69,”