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Home video game playing in schoolchildren: a study of incidence and patterns of play
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  • 2007College Students’ Video Game Participation and Perceptions: Gender Differences and Implications216 cited
  • 2007Experiences of Time Loss among Videogame Players: An Empirical Study214 cited
  • 2011Exploring the value of purchasing online game items195 cited
  • 2005Mobile Phone Addiction194 cited
  • 2006The Shorter PROMIS Questionnaire and the Internet Addiction Scale in the Assessment of Multiple Addictions in a High-School Population:Prevalence and Related Disability192 cited
  • 2012Player–Avatar Identification in video gaming: Concept and measurement183 cited
  • 2017The effect of user experience in online games on word of mouth: A pleasure-arousal-dominance (PAD) model perspective159 cited
  • 2007Characteristics of Internet Use in Relation to Game Genre in Korean Adolescents158 cited
  • 2015Are you addicted to Candy Crush Saga? An exploratory study linking psychological factors to mobile social game addiction153 cited
  • 2014Computer Game Addiction in Adolescents and Its Relationship to Chronotype and Personality136 cited
  • 2013Virtual worlds in competitive contexts: Analyzing eSports consumer needs134 cited
  • 2009Video-arcade game, computer game and Internet activities of Australian students: Participation habits and prevalence of addiction130 cited
  • 2015An Overview of Problematic Gaming

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129 cited
  • 2014Beyond the “core-gamer”: Genre preferences and gratifications in computer games125 cited
  • 2006An exploration of motives in sport video gaming125 cited
  • 2004PROBLEMS WITH COMPUTER GAMES WITHOUT MONETARY REWARD: SIMILARITY TO PATHOLOGICAL GAMBLING125 cited