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The Role of Gaming During Difficult Life Experiences
16 references·1 citing·52 second hop
The Role of Gaming During Difficult Life Experiences (2019)The Role of Gaming During Difficult Life …A weak scientific basis for gaming disorder: Let us err on the side of caution (2018)A weak scientific basis for g…Transition Resilience with ICTs (2016)Transition Resilience with IC…Successful qualitative research: A practical guide for beginners (2016)Successful qualitative resear…Negative Emotion, Positive Experience? (2016)Negative Emotion, Positive Ex…Digital Footprints and Changing Networks During Online Identity Transitions (2016)Digital Footprints and Changi…"Tell It Like It Really Is" (2016)"Tell It Like It Really Is"Disclosure, Stress, and Support During Gender Transition on Facebook (2015)Disclosure, Stress, and Suppo…The moderating role of psychosocial well-being on the relationship between escapism and excessive online gaming (2014)The moderating role of psycho…Switch on to games: Can digital games aid post-work recovery? 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(2017)The Satisfaction With Life Scale (1985)UCLA Loneliness Scale (Version 3): Reliability, Validity, and Factor Structure (1996)Problematic involvement in online games: A cluster analytic approach (2014)The influence of alexithymia on mobile phone addiction: The role of depression, anxiety and stress (2017)The Role of Avoidance Coping and Escape Motives in Problematic Online Gaming: A Systematic Literature Review (2020)Conservation of resources: A new attempt at conceptualizing stress. (1989)Making sense of the meaning literature: An integrative review of meaning making and its effects on adjustment to stressful life events. (2010)Psychological Resilience (2013)Multidisciplinary research priorities for the COVID-19 pandemic: a call for action for mental health science (2020)A grounded investigation of game immersion (2004)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Entertainment as Pleasurable and Meaningful: Identifying Hedonic and Eudaimonic Motivations for Entertainment Consumption (2011)Beyond Enjoyment: A Cognitive-Emotional Perspective of Gamification (2018)Exploring Emotional Attachment to Game Characters (2019)Measuring perceived challenge in digital games: Development & validation of the challenge originating from recent gameplay interaction scale (CORGIS) (2019)Meta-analysis of Observational Studies in Epidemiology A Proposal for Reporting (2000)The PRISMA Statement for Reporting Systematic Reviews and Meta-Analyses of Studies That Evaluate Health Care Interventions: Explanation and Elaboration (2009)Estimating the reproducibility of psychological science (2015)Including gaming disorder in the ICD-11: The need to do so from a clinical and public health perspective (2018)Measurement and Conceptualization of Gaming Disorder According to the World Health Organization Framework: the Development of the Gaming Disorder Test (2019)Problematic video game use as an emotional coping strategy: Evidence from a sample of MMORPG gamers (2019)Developing rigor in qualitative research: problems and opportunities within sport and exercise psychology (2017)To saturate or not to saturate? 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References

  • 2006Using thematic analysis in psychology193,725 cited
  • 2016Successful qualitative research: A practical guide for beginners4,018 cited
  • 2004Coping: Pitfalls and Promise3,480 cited
  • 2013A conceptual and methodological critique of internet addiction research: Towards a model of compensatory internet use2,495 cited
  • 2006Narrative Identity Processing of Difficult Life Experiences: Pathways of Personality Development and Positive Self‐Transformation in Adulthood515 cited
  • 2018A weak scientific basis for gaming disorder: Let us err on the side of caution346 cited
  • 2014The moderating role of psychosocial well-being on the relationship between escapism and excessive online gaming282 cited
  • 2014A vacation from your mind: Problematic online gaming is a stress response224 cited
  • 2015Disclosure, Stress, and Support During Gender Transition on Facebook216 cited
  • 2016Negative Emotion, Positive Experience?179 cited
  • 2012Characterizing Mood Management as Need Satisfaction: The Effects of Intrinsic Needs on Selective Exposure and Mood Repair174 cited
  • 2008Communication, Coordination, and Camaraderie in World of Warcraft168 cited
  • 2016"Tell It Like It Really Is"147 cited
  • 2016Digital Footprints and Changing Networks During Online Identity Transitions134 cited

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  • 2014Switch on to games: Can digital games aid post-work recovery?86 cited
  • 2016Transition Resilience with ICTs85 cited
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    • 2022Self-determination theory approach to understanding the impact of videogames on wellbeing during COVID-19 restrictions32 cited