Problematic Video Game Use: Estimated Prevalence and Associations with Mental and Physical Health
By Rune Aune Mentzoni, Geir Scott Brunborg, Helge Molde, Helga Myrseth, Knut Joachim Mår Skouverøe, Jørn Hetland, Ståle Pallesen. Cyberpsychology, Behavior, and Social Networking, 2011
568 citations recorded by the source corpus.
Subfields: Education, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/f3c4440356fbb018891141992f2b9f87de580aa1
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
- Zsolt Demetrovics
- Jeroen S. Lemmens
- Orsolya Király
- D. A. Gentile
- Daniel L. King
- Michael Scharkow
- Paul H. Delfabbro
In Sociology and Political Science
- Mark D. Griffiths
- Zsolt Demetrovics
- Cecilie Schou Andreassen
- Orsolya Király
- Daniel L. King
- Daria J. Kuss
- Paul H. Delfabbro
- D. A. Gentile
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.”
- Video Game Addiction, Engagement and Symptoms of Stress, Depression and Anxiety: The Mediating Role of Coping (2016, background): “In particular, video game addiction has been associated with increased symptoms of stress, anxiety and depression (e.g., Mentzoni et al., 2011).”
- Video Game Addiction: Past, Present and Future (2012, unknown): “[133] 2011 Norway 2,500 individuals 15-40 GASA 0.”
- Problematic computer game use among adolescents, younger and older adults. (2013, background): “1% fulfil criteria of problematic video game use [24]”
- An international consensus for assessing internet gaming disorder using the new DSM-5 approach. (2014, methodology): “Most focused on youth or young adults [9–13,15,17,19–24], with only a handful including adults [16,25,26].”
- Global prevalence of gaming disorder: A systematic review and meta-analysis (2020, result): “Research has consistently reported, for example, that adolescents have higher rates of gaming-related problems than older age groups (Mak et al., 2014; Mentzoni et al., 2011; Müller et al., 2015; Van Rooij et al., 2011).”
- Internet Gaming Addiction in Adolescence: Risk Factors and Maladjustment Correlates (2018, result): “In this, our data are coherent with some of the literature on IGD (cf. Mentzoni et al. 2011; Van Rooij et al. 2011).”
- Mobile phone use and stress, sleep disturbances, and symptoms of depression among young adults - a prospective cohort study (2011, unknown): “[12,20,21]).”
- What is a True Gamer? The Male Gamer Stereotype and the Marginalization of Women in Video Game Culture (2017, background): “With regards to gender, Mentzoni et al. (2011) found that problematic video game play is more likely among men and among adolescents with a prevalence of 15.4% in men between 16 and 21 years-old (n ≈ 82) and 2.5% for women in the same age group (n ≈ 127).”
- Do gaming motives mediate between psychiatric symptoms and problematic gaming? An empirical survey study (2017, background): “…et al. 2011; Wei et al. 2012; Brunborg et al. 2014; Van Rooij et al. 2014; Liau et al. 2015; M€annikk€o et al. 2015; Andreassen et al. 2016), anxiety (Mentzoni et al. 2011; M€annikk€o et al. 2015; Andreassen et al. 2016), and social anxiety (Walther et al. 2012; Wei et al. 2012; Van Rooij et al.…”