The Structural Characteristics of Video Games: A Psycho-Structural Analysis
By Richard T. A. Wood, Mark D. Griffiths, Darren Chappell, Mark N. O. Davies. Cyberpsychology, Behavior, and Social Networking, 2004
358 citations recorded by the source corpus.
Subfields: Literature and Literary Theory, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/94582076045382412d9cf3ad3a875ae3448658f8
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Literature and Literary Theory
In Sociology and Political Science
- Mark D. Griffiths
- Daniel L. King
- Halley M. Pontes
- Zsolt Demetrovics
- Paul H. Delfabbro
- Orsolya Király
- Richard T. A. Wood
- Daria J. Kuss
Citations in the corpus
- Video Game Addiction: Past, Present and Future (2012, neutral): “[116] 2005 Germany 323 schoolchildren 11-12 DSM-IV-TR*/ICD-10** 9.”
- An Overview of Problematic Gaming (2015, background): “Yet a small body of research suggests that structural characteristics of the video games themselves may have a role in the development and maintenance of problematic gaming (Wood et al., 2004; Westwood and Griffiths, 2010; King et al., 2011).”
- Video Game Structural Characteristics: A New Psychological Taxonomy (2009, background): “…the paucity of psychological literature in this area, this framework draws on gambling research and includes some preliminary observations based on informal discussion with players and exploratory research by the authors (e.g. Chappell et al. 2006; King and Delfabbro in press; Wood et al. 2004).”
- The Role of Structural Characteristics in Problematic Video Game Play: An Empirical Study (2011, background): “…research (and academic conjecture) that underlines the importance of social and reward features (Charlton and Danforth 2007; Griffiths et al. 2004; Wood et al. 2004), this study was the first to distinguish between different psychological interactions with such features and quantify their effects…”
- The Use of Online Methodologies in Data Collection for Gambling and Gaming Addictions (2009, background): “…at a fraction of the cost of ‘pen and paper’ equivalents with no travel needed by either the researchers or the participants), and (iv) facilitated data collection and manipulation (e.g., automated data inputting) (Griffiths 2002; Wood et al. 2004c; Wood and Griffiths 2007b; King et al. 2009).”
- Problems with the Concept of Video Game “Addiction”: Some Case Study Examples (2008, background): “…supported by the finding that there is often a great deal of comorbidity between addictions, and frequently people are often " addicted " to more than one substance or activity (Baker 2000; Black and Moyer 1998; Christenson et al. 1994; Feigelman et al. 1998; Shaffer et al. 2004; Wood et al. 2004).”