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Computer and Video Game Addiction—A Comparison between Game Users and Non-Game Users
12 references·16 citing·46 second hop
Computer and Video Game Addiction—A Comparison between Game Users and Non-Game Users (2010)Computer and Video Game Addiction—A Compa…Prevalence and Risk Factors of Video Game Dependency in Adolescence: Results of a German Nationwide Survey (2010)Prevalence and Risk Factors o…The Role of Context in Online Gaming Excess and Addiction: Some Case Study Evidence (2009)The Role of Context in Online…Brain activities associated with gaming urge of online gaming addiction (2008)Brain activities associated w…Excessive Computer Game Playing: Evidence for Addiction and Aggression? (2007)Excessive Computer Game Playi…Why Are Adolescents Addicted to Online Gaming? An Interview Study in Taiwan (2006)Why Are Adolescents Addicted …Physical Interpersonal Relationships and Social Anxiety among Online Game Players (2005)Physical Interpersonal Relati…A ‘components’ model of addiction within a biopsychosocial framework (2005)A ‘components’ model of addic…The Role of Flow Experience in Cyber-Game Addiction (2003)The Role of Flow Experience i…Risk Factors in Adolescence: The Case of Gambling, Videogame Playing, and the Internet (2000)Risk Factors in Adolescence: …Does Internet and Computer "Addiction" Exist? Some Case Study Evidence (2000)Does Internet and Computer "A…DEPENDENCE ON COMPUTER GAMES BY ADOLESCENTS (1998)DEPENDENCE ON COMPUTER GAMES …American Journal of Diseases of Children (1991)American Journal of Diseases …The Economics of Attention (2023)The Economics of AttentionThe effect of short-form video addiction on users’ attention (2022)The effect of short-form vide…Digital Addiction and Sleep (2022)Digital Addiction and SleepNiepewność w grach – potencjalne korzyści i straty (2020)Niepewność w grach – potencja…Curiosity and the economics of attention (2020)Curiosity and the economics o…Effects of Phubbing: Relationships With Psychodemographic Variables (2019)Effects of Phubbing: Relation…Editorial: Educational technology and addictions (2019)Editorial: Educational techno…Flow experience in computer game playing among Thai university students (2018)Flow experience in computer g…Component Model of Addiction Treatment: A Pragmatic Transdiagnostic Treatment Model of Behavioral and Substance Addictions (2018)Component Model of Addiction …New developments in brain research of internet and gaming disorder (2017)New developments in brain res…Reward, learning and games (2016)Reward, learning and gamesGamification of Learning Deactivates the Default Mode Network (2016)Gamification of Learning Deac…New developments on the neurobiological and pharmaco‐genetic mechanisms underlying internet and videogame addiction (2015)New developments on the neuro…Antecedents and consequences of game addiction (2015)Antecedents and consequences …Meditation Increases the Depth of Information Processing and Improves the Allocation of Attention in Space (2012)Meditation Increases the Dept…Are Internet use and video-game-playing addictive behaviors? Biological, clinical and public health implications for youths and adults. (2012)Are Internet use and video-ga…Social Interactions in Massively Multiplayer Online Role-Playing Gamers (2007)Development and Validation of a Game Addiction Scale for Adolescents (2009)Why do you play? The development of the motives for online gaming questionnaire (MOGQ) (2011)Toward a consensus definition of pathological video-gaming: A systematic review of psychometric assessment tools (2013)Working towards an international consensus on criteria for assessing internet gaming disorder: a critical commentary on Petry et al . (2014) (2015)Internet paradox: A social technology that reduces social involvement and psychological well-being? 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(1988)Flow: the psychology of optimal experience (1990)Internet Gaming Addiction: A Systematic Review of Empirical Research (2011)Determinants of phubbing, which is the sum of many virtual addictions: A structural equation model (2015)Psychology of Computer Use: XL. Addictive Use of the Internet: A Case That Breaks the Stereotype (1996)Problematic internet use: Proposed classification and diagnostic criteria (2003)Unregulated Internet Usage: Addiction, Habit, or Deficient Self-Regulation? (2003)Internet Addiction (2008)Pursuit of thinness and onset of eating disorder symptoms in a community sample of adolescent girls: A three-year prospective analysis (1994)An Exploration of the Drive for Muscularity in Adolescent Boys and Girls (2000)Urban Form and a Child’s Trip to School: The Current Literature and a Framework for Future Research (2005)
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References

  • 2005A ‘components’ model of addiction within a biopsychosocial framework3,070 cited
  • 2000Does Internet and Computer "Addiction" Exist? Some Case Study Evidence905 cited
  • 2008Brain activities associated with gaming urge of online gaming addiction666 cited
  • 2007Excessive Computer Game Playing: Evidence for Addiction and Aggression?616 cited
  • 1991American Journal of Diseases of Children577 cited
  • 2003The Role of Flow Experience in Cyber-Game Addiction497 cited
  • 2010Prevalence and Risk Factors of Video Game Dependency in Adolescence: Results of a German Nationwide Survey480 cited
  • 2009The Role of Context in Online Gaming Excess and Addiction: Some Case Study Evidence474 cited
  • 2005Physical Interpersonal Relationships and Social Anxiety among Online Game Players472 cited
  • 2006Why Are Adolescents Addicted to Online Gaming? An Interview Study in Taiwan423 cited
  • 1998DEPENDENCE ON COMPUTER GAMES BY ADOLESCENTS415 cited
  • 2000Risk Factors in Adolescence: The Case of Gambling, Videogame Playing, and the Internet359 cited

Cited by

  • 2017New developments in brain research of internet and gaming disorder257 cited
  • 2022The effect of short-form video addiction on users’ attention183 cited

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  • 2022Digital Addiction and Sleep180 cited
  • 2015New developments on the neurobiological and pharmaco‐genetic mechanisms underlying internet and videogame addiction157 cited
  • 2015Antecedents and consequences of game addiction151 cited
  • 2018Component Model of Addiction Treatment: A Pragmatic Transdiagnostic Treatment Model of Behavioral and Substance Addictions143 cited
  • 2012Are Internet use and video-game-playing addictive behaviors? Biological, clinical and public health implications for youths and adults.128 cited
  • 2019Effects of Phubbing: Relationships With Psychodemographic Variables126 cited
  • 2012Meditation Increases the Depth of Information Processing and Improves the Allocation of Attention in Space102 cited
  • 2016Gamification of Learning Deactivates the Default Mode Network59 cited
  • 2019Editorial: Educational technology and addictions56 cited
  • 2020Curiosity and the economics of attention50 cited
  • 2016Reward, learning and games47 cited
  • 2018Flow experience in computer game playing among Thai university students32 cited
  • 2020Niepewność w grach – potencjalne korzyści i straty1 cited
  • 2023The Economics of Attention1 cited