The Role of Flow Experience in Cyber-Game Addiction
By Ting-Jui Chou, Chih-Chen Ting. Cyberpsychology, Behavior, and Social Networking, 2003
507 citations recorded by the source corpus.
Subfields: Clinical Psychology, Information Systems and Management, Marketing
View Paper: https://www.semanticscholar.org/paper/6f1b1d9351460e2152d0f9fd2d72c96ca29d2422
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Clinical Psychology
- Patti M. Valkenburg
- Jochen Peter
- Daria J. Kuss
- Mark D. Griffiths
- Jeroen S. Lemmens
- Monica T. Whitty
- Ofir Turel
- Gwo-Jen Hwang
In Information Systems and Management
- Patti M. Valkenburg
- Jochen Peter
- Mark D. Griffiths
- Jeroen S. Lemmens
- Daria J. Kuss
- Gwo-Jen Hwang
- Ofir Turel
- Po-Han Wu
In Marketing
- Gwo-Jen Hwang
- Ofir Turel
- Po-Han Wu
- Mark D. Griffiths
- Monica T. Whitty
- Patti M. Valkenburg
- Daria J. Kuss
- Chi-Chang Chen
Citations in the corpus
- Online game addiction among adolescents: motivation and prevention factors (2012, result): “Finally, our findings add to the mounting evidence regarding the potential existence of online game addiction (Chou & Ting, 2003; Bruner & Bruner, 2006; Park et al, 2007; Kim et al, 2008; Qian et al, 2008; Wolfling et al, 2008; Klimmt et al, 2009).”
- Development and Validation of a Game Addiction Scale for Adolescents (2008, background): “…describe excessive, obsessive, compulsive, and generally problematic use of videogames (e.g., Charlton & Danforth, 2007; Chiu, Lee, & Huang, 2004; Chou & Ting, 2003; Fisher, 1994; Griffiths & Davies, 2005; Grüsser, Thalemann, & Griffiths, 2007; Hauge & Gentile, 2003; Ko, Yen, Chen, Chen, & Yen,…”
- Personality and Optimal Experience in Adolescence: Implications for Well-Being and Development (2014, unknown): “2003b), and addiction to internet games (Chou and Ting 2003).”
- An online game approach for improving students' learning performance in web-based problem-solving activities (2012, methodology): “…to students’ learning motivation, learning achievement, or flow experience of playing educational computer games for learning the subject materials (Chou & Ting, 2003; Dickey, 2005; Hsu & Lu, 2004; Omale, Hung, Luketkehans, & Cook-Plagwiz, 2009), while this study employed the game-based learning…”
- The Scammers Persuasive Techniques Model Development of a Stage Model to Explain the Online Dating Romance Scam (2013, background): “…individuals caught up at U niversity of L iverpool on N ovem ber 5, 2016 http://bjc.oxfordjournals.org/ D ow nloaded from in ‘flow’ are not necessarily addicted to the experience, it has been suggested that there is a casual relationship between flow experience and addiction (Chou and Ting 2003).”
- Internet Gaming Addiction: A Systematic Review of Empirical Research (2012, methodology): “…the experience of Internet gaming addiction from a phenomenological perspective (Allison et al. 2006; Chappell et al. 2006; Charlton and Danforth 2007; Chou and Ting 2003; Hussain and Griffiths 2009a; Rau et al. 2006; Seah and Cairns 2007; Wan and Chiou 2006a, 2006b; Wood and Griffiths 2007).”
- The Addictive Potential of Television Binge Watching: Comparing Intentional and Unintentional Binges (2017, background): “…the term “addiction,” and have provided evidence of addiction outcomes in the context of Internet use (Ko et al., 2006), Massively Multiplayer Online Games (Charlton & Danforth, 2007), cyber games, broadly speaking (Chou & Ting, 2003; Grüsser, Thalemann, & Griffiths, 2007), and TV (Horvath, 2004).”
- Exploring user experiences as predictors of MMORPG addiction (2009, methodology): “Therefore, users’ motivation to make new discoveries of the game will lead them to become more addicted (Chou & Ting, 2003).”