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Video Game Genre as a Predictor of Problem Use
16 references·5 citing·36 second hop
Video Game Genre as a Predictor of Problem Use (2012)Video Game Genre as a Predictor of Proble…Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study (2011)Pathological Video Game Use A…The marriage-go-round: the state of marriage and the family in America today (2010)The marriage-go-round: the st…Children's Motivations for Video Game Play in the Context of Normal Development (2010)Children's Motivations for Vi…Understanding Online Gaming Addiction and Treatment Issues for Adolescents (2009)Understanding Online Gaming A…Pathological Video-Game Use Among Youth Ages 8 to 18 (2009)Pathological Video-Game Use A…Coming of age in Second Life: an anthropologist explores the virtually human (2009)Coming of age in Second Life:…Brain activities associated with gaming urge of online gaming addiction (2008)Brain activities associated w…Play between worlds: exploring online game culture (2007)Play between worlds: explorin…Excessive Computer Game Playing: Evidence for Addiction and Aggression? (2007)Excessive Computer Game Playi…Synthetic worlds: the business and culture of online games (2006)Synthetic worlds: the busines…Play Between Worlds (2006)Play Between WorldsSex Differences in Video Game Play: (2004)Sex Differences in Video Game…Demographic Factors and Playing Variables in Online Computer Gaming (2004)Demographic Factors and Playi…Measuring problem video game playing in adolescents (2002)Measuring problem video game …A pathways model of problem and pathological gambling (2002)A pathways model of problem a…DEPENDENCE ON COMPUTER GAMES BY ADOLESCENTS (1998)DEPENDENCE ON COMPUTER GAMES …Gaming disorder: A summary of its characteristics and aetiology (2023)Gaming disorder: A summary of…A new look at the cognitive neuroscience of video game play (2020)A new look at the cognitive n…Video game addiction, ADHD symptomatology, and video game reinforcement (2018)Video game addiction, ADHD sy…Role-Playing and Real-Time Strategy Games Associated with Greater Probability of Internet Gaming Disorder (2015)Role-Playing and Real-Time St…Early exposure to digital simulated gambling: A review and conceptual model (2015)Early exposure to digital sim…The Mini-International Neuropsychiatric Interview (M.I.N.I.): the development and validation of a structured diagnostic psychiatric interview for DSM-IV and ICD-10 (1998)'Behavioral' Addictions: Do They Exist? (2001)A Review of the Research on Internet Addiction (2005)Internet Addiction: A Brief Summary of Research and Practice (2012)Internet gaming addiction: current perspectives (2013)Prefrontal Control and Internet Addiction: A Theoretical Model and Review of Neuropsychological and Neuroimaging Findings (2014)Prevalence of comorbid disorders in problem and pathological gambling: systematic review and meta‐analysis of population surveys (2010)Diagnostic and Statistical Manual of Mental Disorders (2013)Can Disordered Mobile Phone Use Be Considered a Behavioral Addiction? An Update on Current Evidence and a Comprehensive Model for Future Research (2015)The Interaction of Person-Affect-Cognition-Execution (I-PACE) model for addictive behaviors: Update, generalization to addictive behaviors beyond internet-use disorders, and specification of the process character of addictive behaviors (2019)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Internet Addiction: The Emergence of a New Clinical Disorder (1998)An international consensus for assessing internet gaming disorder using the new DSM ‐5 approach (2014)The Internet Gaming Disorder Scale. 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References

  • 2002A pathways model of problem and pathological gambling2,013 cited
  • 2009Coming of age in Second Life: an anthropologist explores the virtually human1,421 cited
  • 2011Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study1,313 cited
  • 2006Synthetic worlds: the business and culture of online games1,192 cited
  • 2009Pathological Video-Game Use Among Youth Ages 8 to 181,086 cited
  • 2007Play between worlds: exploring online game culture909 cited
  • 2010The marriage-go-round: the state of marriage and the family in America today875 cited
  • 2004Sex Differences in Video Game Play:770 cited
  • 2006Play Between Worlds745 cited
  • 2008Brain activities associated with gaming urge of online gaming addiction666 cited
  • 2007Excessive Computer Game Playing: Evidence for Addiction and Aggression?616 cited
  • 2002Measuring problem video game playing in adolescents473 cited
  • 2009Understanding Online Gaming Addiction and Treatment Issues for Adolescents462 cited
  • 2004Demographic Factors and Playing Variables in Online Computer Gaming459 cited
  • 2010Children's Motivations for Video Game Play in the Context of Normal Development444 cited

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  • 1998DEPENDENCE ON COMPUTER GAMES BY ADOLESCENTS415 cited
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    • 2023Gaming disorder: A summary of its characteristics and aetiology156 cited
    • 2020A new look at the cognitive neuroscience of video game play134 cited
    • 2015Role-Playing and Real-Time Strategy Games Associated with Greater Probability of Internet Gaming Disorder129 cited
    • 2018Video game addiction, ADHD symptomatology, and video game reinforcement116 cited
    • 2015Early exposure to digital simulated gambling: A review and conceptual model70 cited