SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
DEPENDENCE ON COMPUTER GAMES BY ADOLESCENTS
2 references·16 citing·51 second hop
DEPENDENCE ON COMPUTER GAMES BY ADOLESCENTS (1998)DEPENDENCE ON COMPUTER GAMES BY ADOLESCEN…Diagnostic and Statistical Manual of Mental Disorders (1988)Diagnostic and Statistical Ma…Toward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…Screening and assessment tools for gaming disorder: A comprehensive systematic review (2020)Screening and assessment tool…Prevalence of internet gaming disorder in adolescents: A meta‐analysis across three decades (2018)Prevalence of internet gaming…Mobile phone dependency and its impacts on adolescents’ social and academic behaviors (2016)Mobile phone dependency and i…Video Game Addiction: Past, Present and Future (2012)Video Game Addiction: Past, P…The influences of information literacy, internet addiction and parenting styles on internet risks (2011)The influences of information…Video-Gaming Among High School Students: Health Correlates, Gender Differences, and Problematic Gaming (2010)Video-Gaming Among High Schoo…Computer and Video Game Addiction—A Comparison between Game Users and Non-Game Users (2010)Computer and Video Game Addic…The Effects of Escape from Self and Interpersonal Relationship on the Pathological Use of Internet Games (2009)The Effects of Escape from Se…Children and Video Games: Addiction, Engagement, and Scholastic Achievement (2009)Children and Video Games: Add…Problems with the Concept of Video Game “Addiction”: Some Case Study Examples (2007)Problems with the Concept of …Over‐connected? A qualitative exploration of the relationship between Australian youth and their mobile phones (2007)Over‐connected? A qualitative…EverQuest—It’s Just a Computer Game Right? An Interpretative Phenomenological Analysis of Online Gaming Addiction (2006)EverQuest—It’s Just a Compute…A cross-sectional analysis of video games and attention deficit hyperactivity disorder symptoms in adolescents (2006)A cross-sectional analysis of…The Emotional Appeal of Violent Video Games for Adolescent Males (2005)The Emotional Appeal of Viole…Gaming at a LAN event: the social context of playing video games (2005)Gaming at a LAN event: the so…A factor‐analytic investigation of computer ‘addiction’ and engagement (2002)A factor‐analytic investigati…Evolving guidelines for publication of qualitative research studies in psychology and related fields (1999)Diagnostic and Statistical Manual of Mental Disorders, Fourth Edition, Text Revision (DSM-IV-TR) (2000)Improving Pregnancy Outcome during Imprisonment: A Model Residential Care Program (2001)Keeping in constant touch: The predictors of young Australians’ mobile phone involvement (2010)Self-reported dependence on mobile phones in young adults: A European cross-cultural empirical survey (2017)Investigation of nomophobia and smartphone addiction predictors among adolescents in Turkey: Demographic variables and academic performance (2018)Science and Human Behavior (1953)Human Problem Solving (1972)Beyond boredom and anxiety (1975)Motivational and self-regulated learning components of classroom academic performance. (1990)The psychology of curiosity: A review and reinterpretation. (1994)Focus on Formative Feedback (2008)Psychology of Computer Use: XL. Addictive Use of the Internet: A Case That Breaks the Stereotype (1996)Internet paradox: A social technology that reduces social involvement and psychological well-being? (1998)Needing to connect: The effect of self and others on young people's involvement with their mobile phones (2010)Diagnostic and Statistical Manual of Mental Disorders, 5th Edition (2013)Chaos and confusion in DSM-5 diagnosis of Internet Gaming Disorder: Issues, concerns, and recommendations for clarity in the field (2016)The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments (2006)Development and Validation of a Game Addiction Scale for Adolescents (2009)Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study (2011)Internet Addiction Disorder and Internet Gaming Disorder are Not the Same (2014)Internet Gaming Disorder Treatment: A Review of Definitions of Diagnosis and Treatment Outcome (2014)Video game addiction in emerging adulthood: Cross-sectional evidence of pathology in video game addicts as compared to matched healthy controls (2017)Children, Adolescents, and Television (2001)Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature (2001)The Psychometric Properties of the Internet Addiction Test (2004)Video Game Use in Boys With Autism Spectrum Disorder, ADHD, or Typical Development (2013)Latent class analysis on internet and smartphone addiction in college students (2014)Uses and Gratifications Theory in the 21st Century (2000)Adolescent Development (2001)Appeal of Playing Online First Person Shooter Games (2007)Electronic sport and its impact on future sport (2010)The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance (2004)The effects of video game playing on attention, memory, and executive control (2008)Internet Gaming Disorder in the DSM-5 (2015)The Mediating Effect of Gaming Motivation Between Psychiatric Symptoms and Problematic Online Gaming: An Online Survey (2015)Treatments for Internet gaming disorder and Internet addiction: A systematic review. (2017)Quantifying heterogeneity in a meta‐analysis (2002)Diagnostic and Statistical Manual of Mental Disorders (2013)The benefits of playing video games. (2013)The impact of digital technology use on adolescent well-being (2020)Prevalence of gaming disorder: A meta-analysis (2021)The prevalence and possible risk factors of internet gaming disorder among adolescents and young adults: Systematic reviews and meta-analyses (2022)Coefficient Alpha and the Internal Structure of Tests (1951)A power primer. (1992)Diagnostic and Statistical Manual of Mental Disorders (2013)Problematic internet-related behaviors mediate the associations between levels of internet engagement and distress among schoolchildren during COVID-19 lockdown: A longitudinal structural equation modeling study (2021)Advances in problematic usage of the internet research – A narrative review by experts from the European network for problematic usage of the internet (2022)Development and validation of the penn state worry questionnaire (1990)The structure of negative emotional states: Comparison of the Depression Anxiety Stress Scales (DASS) with the Beck Depression and Anxiety Inventories (1995)Objectification Theory: Toward Understanding Women's Lived Experiences and Mental Health Risks (1997)
this work references cited by second hop

References

  • 1988Diagnostic and Statistical Manual of Mental Disorders12,526 cited
  • 1981Toward a Theory of Intrinsically Motivating Instruction*2,197 cited

Cited by

  • 2018Prevalence of internet gaming disorder in adolescents: A meta‐analysis across three decades409 cited
  • 2010Video-Gaming Among High School Students: Health Correlates, Gender Differences, and Problematic Gaming372 cited
  • 2020Screening and assessment tools for gaming disorder: A comprehensive systematic review369 cited
  • 2002A factor‐analytic investigation of computer ‘addiction’ and engagement358 cited
  • 2006A cross-sectional analysis of video games and attention deficit hyperactivity disorder symptoms in adolescents351 cited
  • 2012Video Game Addiction: Past, Present and Future331 cited
  • 2007Over‐connected? A qualitative exploration of the relationship between Australian youth and their mobile phones324 cited
  • 2005Gaming at a LAN event: the social context of playing video games285 cited
  • 2005The Emotional Appeal of Violent Video Games for Adolescent Males278 cited
  • 2010Computer and Video Game Addiction—A Comparison between Game Users and Non-Game Users277 cited
  • 2007Problems with the Concept of Video Game “Addiction”: Some Case Study Examples276 cited
  • 2011The influences of information literacy, internet addiction and parenting styles on internet risks

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

273 cited
  • 2009Children and Video Games: Addiction, Engagement, and Scholastic Achievement270 cited
  • 2016Mobile phone dependency and its impacts on adolescents’ social and academic behaviors270 cited
  • 2006EverQuest—It’s Just a Computer Game Right? An Interpretative Phenomenological Analysis of Online Gaming Addiction261 cited
  • 2009The Effects of Escape from Self and Interpersonal Relationship on the Pathological Use of Internet Games257 cited