Pathological Video-Game Use Among Youth Ages 8 to 18
By D. A. Gentile. Psychology Science, 2009
1,121 citations recorded by the source corpus.
Subfields: Education, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/70f9f24f222210f095adaca21407d449c876ac06
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
- C. Ferguson
- Tobias Greitemeyer
- D. A. Gentile
- Craig A. Anderson
- Brad J. Bushman
- Halley M. Pontes
- Patti M. Valkenburg
In Sociology and Political Science
- Mark D. Griffiths
- Tobias Greitemeyer
- C. Ferguson
- D. A. Gentile
- Zsolt Demetrovics
- Craig A. Anderson
- Brad J. Bushman
- Patti M. Valkenburg
Citations in the corpus
- Assessment of internet gaming disorder in clinical research: Past and present perspectives (2014, background): “However, very few studies have used nationally representative samples, although there are a few (8,19,50,51).”
- Emerging in a Digital World (2013, background): “…adults are not pathological users of media; indeed, only around 8% of gamers in the United States show signs of pathological video game use (Gentile, 2009), some heavy users of media report feeling ‘‘addicted’’ and report symptoms of withdrawal when attempting to stop media use (Gentile,…”
- The benefits of playing video games. (2014, background): “…survey studies have found that 3% of Dutch (van Rooij, Schoenmakers, Vermulst, van den Eijnden, & van de Mheen, 2011) and about 8% of U.S. youth (Gentile, 2009) who play video games exhibit pathological symptoms of addiction (i.e., damage to family, school, or psychological functioning).”
- Meta-Analysis of Action Video Game Impact on Perceptual, Attentional, and Cognitive Skills (2018, neutral): “…as defining symptoms, testing diagnostic criteria, assessing prevalence, outlining patterns of comorbidity and evaluating clinical relevance (D. A. Gentile, 2009; Király, Griffiths, & Demetrov-ics, 2015; Przybylski, Weinstein, & Murayama, 2017; Rehbein, Kliem, Baier, Mossle, & Petry, 2015; van…”
- The multiple dimensions of video game effects. (2011, background): “Total amount of play has also been linked to pathological gaming, colloquially called video game ‘‘addiction’’ (Charlton, 2002; Chiu, Lee, & Huang, 2004; Fisher, 1994; Gentile, 2009; Gentile et al., 2011; Griffiths & Hunt, 1998; Johansson & Gotestam, 2004; Yee, 2001).”
- Internet Gaming Addiction in Adolescence: Risk Factors and Maladjustment Correlates (2018, background): “Video Game Addiction In the Revised VGA Questionnaire (VGA; Gentile 2009), the instrument measures the problematic video gaming use and VG addiction, both online and offline, consistently with DSM-5 diagnostic criteria.”
- Internet Gaming Disorder (2018, positive): “5% of players met 6 of 11 criteria for addictive behavior [17].”
- Pathological video-gaming among youth: A prospective study examining dynamic protective factors (2015, methodology): “This scale had been used previously in a national study of American youth (Gentile, 2009), and has been validated with Singaporean youth (Choo et al.”
- Do Video Games Promote Positive Youth Development? (2013, background): “For instance, playing prosocial games such as Super Mario Sunshine, and Chibi Robo (Gentile et al., 2009) has been shown to elevate prosocial behavior among undergraduate participants in the short-term. However, researchers have not tested whether playing cooperative versions of violent video games ”
- Gaming Addiction, Gaming Engagement, and Psychological Health Complaints Among Norwegian Adolescents (2013, background): “Reworded DSM-IV-TR criteria for pathological gambling have been used to measure the prevalence of gaming addiction (e.g., Choo et al., 2010; Gentile, 2009; Tejeiro Salguero & Bersabé Morán, 2002).”
- Does Media Type Matter? The Role of Identification in Adolescent Girls’ Media Consumption and the Impact of Different Thin-Ideal Media on Body Image (2011, background): “It is likely that these findings regarding media use patterns are highly gendered, as research involving adolescent boys, from the USA, has reported much higher computer game use (Gentile 2009).”
- Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study (2011, background): “(5) We need to know how easily it can be overcome.”
- An international consensus for assessing internet gaming disorder using the new DSM-5 approach. (2014, methodology): “Depending on the criteria used and sample studied, prevalence rates range from less than 1% [16,26,35] to approximately 10% [9,20,23].”
- Psychosocial causes and consequences of pathological gaming (2011, background): “Therefore, contrary to some earlier studies (e.g., Charlton & Danforth, 2007; Gentile, 2009), we performed no dichotomous comparisons (i.e., game addicts versus non-addicts), but used the individual mean score on the sevenitem game addiction scale as an indicator of pathological gaming severity…”
- Problematic Video Game Use: Estimated Prevalence and Associations with Mental and Physical Health (2011, positive): “Indeed, we did find a higher prevalence of problematic use of video games in the younger age groups when compared with older ones, a finding that has also been reported by others.(15) The marked predominance of males among problem gamers, which has been reported by previous studies,(5,6,14,20) was r”