Development and Validation of a Game Addiction Scale for Adolescents
By Jeroen S. Lemmens, Patti M. Valkenburg, Jochen Peter. 2008
1,313 citations recorded by the source corpus.
Subfields: Education, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/8588875ea51e58ef9bae5e44a7510d8953d80650
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
- Halley M. Pontes
- Daria J. Kuss
- Patti M. Valkenburg
- Jochen Peter
- Jeroen S. Lemmens
- Zsolt Demetrovics
- Michael Scharkow
In Sociology and Political Science
- Mark D. Griffiths
- Daria J. Kuss
- Zsolt Demetrovics
- Halley M. Pontes
- Cecilie Schou Andreassen
- Joël Billieux
- Patti M. Valkenburg
- Jochen Peter
Citations in the corpus
- Problematic Video Game Use: Estimated Prevalence and Associations with Mental and Physical Health (2011, neutral): “Even though problematic use of video games is likely to be associated with more time spent playing, frequency of play alone should not be regarded as an indicator of video game addiction, 5 because doing so might yield inflated estimates of prevalence.”
- The relationship between addictive use of social media and video games and symptoms of psychiatric disorders: A large-scale cross-sectional study. (2016, methodology): “Still, according to suggested cut-offs, a dichotomized approach could have been used, which in the present sample would have classified 13.5% as problematic social media users (Andreassen et al., 2012) and 7.0% as problematic video gamers (Lemmens et al., 2009), respectively.”
- The Role of Context in Online Gaming Excess and Addiction: Some Case Study Evidence (2009, methodology): “Appendix 1: Game Addiction Scale Items (from Lemmens et al. 2009)”
- Technological addictions and social connectedness: predictor effect of internet addiction, social media addiction, digital game addiction and smartphone addiction on social connectedness (2017, background): “Adolescence is regarded as a critical period in terms of social connectedness (55,62) and technological addictions such as internet addiction, social media addiction, digital game addiction and smartphone addiction (4,15,22).”
- Assessing Internet Addiction Using the Parsimonious Internet Addiction Components Model—A Preliminary Study (2013, background): “2005), shopping addiction (Clark and Calleja 2008), gaming addiction (Lemmens et al. 2009), work addiction (Andreassen et al.”
- An international consensus for assessing internet gaming disorder using the new DSM-5 approach. (2014, background): “For example, some instruments assess playing longer than intended, or feeling unable to stop once starting play [17,39].”
- A systematic review and meta-analysis of discrepancies between logged and self-reported digital media use (2021, background): “…assessed and usage 19 , scales assessing problematic media use (including excessive usage among other conceptualizations) are frequently adopted to make claims about media usage itself 22,23,68 , we investigated the association between such measures and logged measures of digital media use.”
- Personality traits associated with problematic and non-problematic massively multiplayer online role playing game use (2012, background): “Lemmens et al. (2009) outline the theory that for addiction (or in this case, problematic use) to be present, the individual must meet half or more of the diagnostic criteria and therefore those scoring five or above out of a possible nine were classified as problematic MMORPG users (n = 21) and in ”
- The Role of Structural Characteristics in Problematic Video Game Play: An Empirical Study (2011, background): “This has prompted some concerns that such high levels of video game involvement may be classified as an “addiction” (e.g., Chappell et al. 2006; Chui et al. 2004; Fisher 1994; Lemmens et al. 2009).”
- Psychosocial causes and consequences of pathological gaming (2011, methodology): “strong correlations with weekly time spent on games in two independents samples of adolescents, and good criterion validity, as indicated by the correlations with lower life satisfaction, lower social competence, higher loneliness, and higher aggression (Lemmens et al., 2009).”
- Problematic computer game use among adolescents, younger and older adults. (2013, methodology): “Norway: Gaming Addiction Scale [23] n = 816 16–40 years 0.”