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Psychosocial causes and consequences of online video game play
16 references·1 citing·52 second hop
Psychosocial causes and consequences of online video game play (2014)Psychosocial causes and consequences of o…Psychosocial causes and consequences of pathological gaming (2010)Psychosocial causes and conse…Who plays, how much, and why? Debunking the stereotypical gamer profile (2008)Who plays, how much, and why?…The effects of video game playing on attention, memory, and executive control (2008)The effects of video game pla…The Relationship Between Online Game Addiction and Aggression, Self-Control and Narcissistic Personality Traits (2007)The Relationship Between Onli…Social Interactions in Massively Multiplayer Online Role-Playing Gamers (2007)Social Interactions in Massiv…The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments (2006)The Demographics, Motivations…On and Off the 'Net: Scales for Social Capital in an Online Era (2006)On and Off the 'Net: Scales f…From Tree House to Barracks (2006)From Tree House to BarracksShyness and Locus of Control as Predictors of Internet Addiction and Internet Use (2004)Shyness and Locus of Control …Stability of self-esteem across the life span. (2003)Stability of self-esteem acro…Loneliness and social uses of the Internet (2003)Loneliness and social uses of…Global Judgments of Subjective Well-Being: Situational Variability and Long-Term Stability (2003)Global Judgments of Subjectiv…Plan 9 From Cyberspace: The Implications of the Internet for Personality and Social Psychology (2000)Plan 9 From Cyberspace: The I…Attachment styles among young adults: A test of a four-category model. (1991)Attachment styles among young…The Vicissitudes of Autonomy in Early Adolescence (1986)The Vicissitudes of Autonomy …Developing a Measure of Loneliness (1978)Developing a Measure of Lonel…Push or pull? Unpacking the social compensation hypothesis of Internet use in an educational context (2017)Push or pull? 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References

  • 1991Attachment styles among young adults: A test of a four-category model.7,648 cited
  • 1978Developing a Measure of Loneliness2,100 cited
  • 1986The Vicissitudes of Autonomy in Early Adolescence1,523 cited
  • 2000Plan 9 From Cyberspace: The Implications of the Internet for Personality and Social Psychology1,506 cited
  • 2006On and Off the 'Net: Scales for Social Capital in an Online Era1,345 cited
  • 2006The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments1,276 cited
  • 2007Social Interactions in Massively Multiplayer Online Role-Playing Gamers1,028 cited
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  • 2006From Tree House to Barracks658 cited
  • 2004

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Shyness and Locus of Control as Predictors of Internet Addiction and Internet Use
614 cited
  • 2010Psychosocial causes and consequences of pathological gaming608 cited
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    • 2017Push or pull? Unpacking the social compensation hypothesis of Internet use in an educational context44 cited