Distinguishing addiction and high engagement in the context of online game playing
By John P. Charlton, Ian D. W. Danforth. Computers in Human Behavior, 2007
972 citations recorded by the source corpus.
Subfields: Education, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/7e2ff0afd003d5e9a3748855e00c35d0bb15df65
How researchers see this paper
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In Education
- Mark D. Griffiths
- Daria J. Kuss
- Halley M. Pontes
- Joël Billieux
- Patti M. Valkenburg
- Jochen Peter
- Scott E. Caplan
- Arnold B. Bakker
In Sociology and Political Science
- Mark D. Griffiths
- Daria J. Kuss
- Joël Billieux
- Zsolt Demetrovics
- Arnold B. Bakker
- Halley M. Pontes
- Patti M. Valkenburg
- Wilmar B. Schaufeli
Citations in the corpus
- Internet addiction in adolescents: Prevalence and risk factors (2013, positive): “Potentially, frequent online gamers who also score high on resourcefulness may be characterised by high engagement, but not addiction (Charlton & Danforth, 2007) relative to those online gamers who play similarly frequently, but who score low on resourcefulness.”
- Online Gaming Addiction? Motives Predict Addictive Play Behavior in Massively Multiplayer Online Role-Playing Games (2012, neutral): “…(that may be indicated by the mechanics and competition motivations) and addiction, a finding that has already been suggested by previous studies, 26,27 where excessive time investment can lead to problematic gaming (especially once the escapism motive starts to play a role) or can naturally lead…”
- How can we conceptualize behavioral addiction without pathologizing common behaviors? (2017, neutral): “be applied uncritically to behaviours, as they cannot distinguish addiction adequately from high engagement or passion [3,27].”
- Social Networking Sites and Addiction: Ten Lessons Learned (2017, neutral): “addiction questionnaire [98,99] as a basis, viewing SNS addiction as a dimensional construct.”
- Problematic Use of the Mobile Phone: A Literature Review and a Pathways Model (2012, background): “A similar distinction between heavy use and overuse has, for example, been proposed in the framework of online video game involvement [15].”
- Smartphone Use, Work–Home Interference, and Burnout: A Diary Study on the Role of Recovery (2014, background): “The terms addiction (Griffiths, 1999), problematic use (Davis, Flett, & Besser, 2002), over-use (Whang, Lee, & Chang, 2003), and high engagement (Charlton & Danforth, 2007) are associated with these kinds of behavior.”
- Problematic Use of the Internet and Self-Regulation: A Review of the Initial Studies (2012, background): “Thus, one should be aware that such types of categorical diagnostic criteria hinder consideration of the possibility that there is a continuum ranging from non-problematic high engagement in the Internet to PIU [16, 17].”
- Video Game Addiction: Past, Present and Future (2012, background): “uk same disorder and/or its consequences include problem video game playing [25,26], problematic online game use [27], video game addiction [1,28], online gaming addiction [29,30], Internet gaming addiction [7], and compulsive Internet use [31].”
- Video Game Addiction, Engagement and Symptoms of Stress, Depression and Anxiety: The Mediating Role of Coping (2016, methodology): “Inclusive of Brown’s components model of addiction, the CEAS has been found to have a good factorial structure and reliability as well as some convergent validity across a number of studies (Charlton, 2002; Charlton & Danforth, 2007, 2010; Metcalf & Pammer, 2011; Skoric et al., 2009).”
- Gaming Addiction, Gaming Engagement, and Psychological Health Complaints Among Norwegian Adolescents (2013, background): “In accordance with Charlton and Danforth (2007), respondents who endorsed all four items tapping core addiction criteria (relapse, withdrawal, conflict, and problems) were categorized as addicted gamers (n D 56).”
- A Survey on the Generalized Problematic Internet Use in Chinese College Students and its Relations to Stressful Life Events and Coping Style (2009, background): “Undergraduate problematic internet users were more likely to use real-time interactive activities such as chat lines and online games for the following reasons: meeting new people, using adults-only resources, emotional support, talking to others who share common interests, playing games, recreation”
- Needing to connect: The effect of self and others on young people's involvement with their mobile phones (2010, background): “…components as the basis for measuring mobile phone engagement with technologies such as computers (Charlton, 2002; Giles & Price, 2008) and online games (Charlton & Danforth, 2007) and include symptoms such as cognitive and behavioural salience, withdrawal and loss of control (see Table 1).”