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Problematic Usage Among Highly-Engaged Players of Massively Multiplayer Online Role Playing Games
4 references·16 citing·46 second hop
Problematic Usage Among Highly-Engaged Players of Massively Multiplayer Online Role Playing Games (2008)Problematic Usage Among Highly-Engaged Pl…Distinguishing addiction and high engagement in the context of online game playing (2005)Distinguishing addiction and …Modification in the Proposed Diagnostic Criteria for Internet Addiction (2001)Modification in the Proposed …The Psychology of the Internet (1999)The Psychology of the InternetInternet Addiction: The Emergence of a New Clinical Disorder (1998)Internet Addiction: The Emerg…Maladaptive player-game relationships in problematic gaming and gaming disorder: A systematic review (2019)Maladaptive player-game relat…High Involvement Versus Pathological Involvement in Video Games: a Crucial Distinction for Ensuring the Validity and Utility of Gaming Disorder (2019)High Involvement Versus Patho…A hybrid SEM-neural network analysis of social media addiction (2019)A hybrid SEM-neural network a…Problematic gaming behaviour and health-related outcomes: A systematic review and meta-analysis (2017)Problematic gaming behaviour …Intense video gaming is not essentially problematic. (2017)Intense video gaming is not e…Exploratory investigation of theoretical predictors of nomophobia using the Mobile Phone Involvement Questionnaire (MPIQ) (2017)Exploratory investigation of …Addictive Online Games: Examining the Relationship Between Game Genres and Internet Gaming Disorder (2016)Addictive Online Games: Exami…The role of stress and motivation in problematic smartphone use among college students (2015)The role of stress and motiva…Risk and Protective Factors of Internet Addiction: A Meta-Analysis of Empirical Studies in Korea (2014)Risk and Protective Factors o…Problematic involvement in online games: A cluster analytic approach (2014)Problematic involvement in on…Latent class analysis on internet and smartphone addiction in college students (2014)Latent class analysis on inte…The Development of the Problematic Online Gaming Questionnaire (POGQ) (2012)The Development of the Proble…Motivations to Play Specifically Predict Excessive Involvement in Massively Multiplayer Online Role-Playing Games: Evidence from an Online Survey (2011)Motivations to Play Specifica…Massively multiplayer online role-playing games: comparing characteristics of addict vsnon-addict online recruited gamers in a French adult population (2011)Massively multiplayer online …Recognizing Problem Video Game Use (2010)Recognizing Problem Video Gam…An Evaluation of Two Characterizations of the Relationships Between Problematic Internet Use, Time Spent Using the Internet, and Psychosocial Problems (2010)An Evaluation of Two Characte…Motivations for Play in Online Games (2006)Diagnostic and Statistical Manual of Mental Disorders (2013)Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model (2016)Setting the future of digital and social media marketing research: Perspectives and research propositions (2020)Development and validation of brief measures of positive and negative affect: The PANAS scales. 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References

  • 1998Internet Addiction: The Emergence of a New Clinical Disorder5,495 cited
  • 2001Modification in the Proposed Diagnostic Criteria for Internet Addiction1,008 cited
  • 2005Distinguishing addiction and high engagement in the context of online game playing946 cited
  • 1999The Psychology of the Internet863 cited

Cited by

  • 2015The role of stress and motivation in problematic smartphone use among college students317 cited
  • 2014Latent class analysis on internet and smartphone addiction in college students300 cited
  • 2014Problematic involvement in online games: A cluster analytic approach276 cited
  • 2019A hybrid SEM-neural network analysis of social media addiction262 cited
  • 2017Problematic gaming behaviour and health-related outcomes: A systematic review and meta-analysis243 cited
  • 2019High Involvement Versus Pathological Involvement in Video Games: a Crucial Distinction for Ensuring the Validity and Utility of Gaming Disorder233 cited
  • 2010Recognizing Problem Video Game Use222 cited
  • 2012The Development of the Problematic Online Gaming Questionnaire (POGQ)218 cited
  • 2011Massively multiplayer online role-playing games: comparing characteristics of addict vsnon-addict online recruited gamers in a French adult population210 cited
  • 2017Intense video gaming is not essentially problematic.

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205 cited
  • 2014Risk and Protective Factors of Internet Addiction: A Meta-Analysis of Empirical Studies in Korea189 cited
  • 2010An Evaluation of Two Characterizations of the Relationships Between Problematic Internet Use, Time Spent Using the Internet, and Psychosocial Problems186 cited
  • 2016Addictive Online Games: Examining the Relationship Between Game Genres and Internet Gaming Disorder183 cited
  • 2017Exploratory investigation of theoretical predictors of nomophobia using the Mobile Phone Involvement Questionnaire (MPIQ)183 cited
  • 2011Motivations to Play Specifically Predict Excessive Involvement in Massively Multiplayer Online Role-Playing Games: Evidence from an Online Survey181 cited
  • 2019Maladaptive player-game relationships in problematic gaming and gaming disorder: A systematic review170 cited