Problematic computer game use among adolescents, younger and older adults.
By Ruth Festl, Michael Scharkow, Thorsten Quandt. Addiction, 2013
399 citations recorded by the source corpus.
Subfields: Clinical Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/c3f5e6532af4b3968817f7a3d8707eef0753db34
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Clinical Psychology
- StåLe Palleson
- Hamed Qahri-Saremi
- D. A. Gentile
- Jørn Hetland
- Ofir Turel
- Rune Aune Mentzoni
- Geir Scott Brunborg
- Torbjørn Torsheim
In Sociology and Political Science
- Mark D. Griffiths
- Hamed Qahri-Saremi
- Cecilie Schou Andreassen
- Jeroen S. Lemmens
- Geir Scott Brunborg
- Jørn Hetland
- Rune Aune Mentzoni
- Daniel Shuen Sheng Fung
Citations in the corpus
- Gaming Addiction, Gaming Engagement, and Psychological Health Complaints Among Norwegian Adolescents (2013, methodology): “In order to allow comparison with previous studies (Festl et al., 2012; Mentzoni et al., 2011), we also estimated the prevalence of gaming addiction using Lemmens and colleagues’ (2009) monothetic and polythetic approaches.”
- Problematic Use of Social Networking Sites: Antecedents and Consequence from a Dual-System Theory Perspective (2016, background): “lead to negative consequences for the user and are often disapproved by the society [30].”
- An international consensus for assessing internet gaming disorder using the new DSM-5 approach. (2014, methodology): “Many individuals who play video games, including those without any problems, report playing longer than intended [16,24,44] or being 4 Nancy M.”