Addiction to the Internet and Online Gaming
By Brian D. Ng, P. Wiemer-Hastings. Cyberpsychology, Behavior, and Social Networking, 2005
696 citations recorded by the source corpus.
Subfields: Education, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/73c73c1f154bef8db93a957fe32fc4f49a859e62
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
- Zsolt Demetrovics
- Jeroen S. Lemmens
- Alex Meredith
- D. A. Gentile
In Sociology and Political Science
- Mark D. Griffiths
- Daria J. Kuss
- Joël Billieux
- Zsolt Demetrovics
- Patti M. Valkenburg
- Jochen Peter
- Jeroen S. Lemmens
- Orsolya Király
Citations in the corpus
- Do gaming motives mediate between psychiatric symptoms and problematic gaming? An empirical survey study (2017, background): “…and more accurate attention allocation (Granic et al. 2014) and increased problem-solving skills (Prensky 2012), as well associal skill enhancement including learning social skills or prosocial behaviour (Ng & Wiemer-Hastings 2005; Gentile et al. 2009; Ewoldsen et al. 2012; Granic et al. 2014).”
- The Role of Context in Online Gaming Excess and Addiction: Some Case Study Evidence (2009, background): “…increasing number of studies in this area although most studies have used ad hoc addiction criteria and/or addiction scales adapted from other areas like gambling addiction and exercise addiction (Wan and Chiou 2006a, b; Smahel et al. 2008; Ng and Wiemer-Hastings 2005; Hussain and Griffiths 2009).”
- Why Are Adolescents Addicted to Online Gaming? An Interview Study in Taiwan (2006, neutral): “The following are interview items posed to the subjects that concerned self-conception, or the differences between the real self and the virtual self: (1) “Have you chosen an identity completely different from the reality in online games?,” (2) “What kind of image would you like to create yourself i”
- Online Gaming Addiction: The Role of Sensation Seeking, Self-Control, Neuroticism, Aggression, State Anxiety, and Trait Anxiety (2009, positive): “Ng and Wiemer-Hastings 1 stated that since gamers can become easily absorbed in playing, their behavior may lead to a loss of time control.”
- Beyond Self-Selection in Video Game Play: An Experimental Examination of the Consequences of Massively Multiplayer Online Role-Playing Game Play (2007, neutral): “16 On the other hand, MMORPGs may have a number of benefits.”
- Problematic Use of the Internet and Self-Regulation: A Review of the Initial Studies (2012, background): “, compulsive consumption of adult pornographic websites [5]), online gambling [6], and online video game playing [7], thereby emphasizing that this problematic behavior can take very different forms across individuals and should not be viewed as homogeneous.”
- Why do you play? The development of the motives for online gaming questionnaire (MOGQ) (2011, background): “Although many studies have pointed out the possible advantages of gaming as well (e.g., Griffiths 2009; Ng & Wiemer-Hastings, 2005; Wang, Khoo, Liu, & Divaharan, 2008), this aspect has received much less attention.”
- Development and Validation of a Game Addiction Scale for Adolescents (2008, background): “…of videogames (e.g., Charlton & Danforth, 2007; Chiu, Lee, & Huang, 2004; Chou & Ting, 2003; Fisher, 1994; Griffiths & Davies, 2005; Grüsser, Thale-mann, & Griffiths, 2007; Hauge & Gentile, 2003; Ko, Yen, Chen, Chen, & Yen, 2005; Ng & Wiemer-Hastings, 2005; Soper & Miller, 1983; Wan & Chiou, 2006).”
- Internet Gaming Addiction: A Systematic Review of Empirical Research (2012, background): “Quantitative studies included large samples of MMORPG players (Caplan et al. 2009; Hussain and Griffiths 2009b; Ng and Wiemer-Hastings 2005), online game players (Lu and Wang 2008), video game players (King and Delfabbro 2009a; King et al. 2011), both adolescents and MMORPG players (Wan and Chiou…”
- Exploring user experiences as predictors of MMORPG addiction (2009, background): “However, some people still cannot keep themselves from spending an excessive amount of time playing MMORPGs compared to the time playing game consoles such as Xbox 360, Nintendo Wii or PlayStation 3 (Ng & Wiemer-Hastings, 2005).”
- The Relationship Between Online Game Addiction and Aggression, Self-Control and Narcissistic Personality Traits (2008, background): “In MMORPGs, leveling-up and getting items, recognition and admiration from other players are the major attraction for many of those who play [21].”