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Amusement machine playing in childhood and adolescence: A comparative analysis of video games and fruit machines
Abstract
The introduction of video games has met with mixed reviews. In the US, an ongoing debate focusing on the potential problems of video game playing has been taken up by parents, politicians and social scientists. A number of the concerns that have been raised about the playing of video games in the US are very similar to the concerns raised about the playing of fruit machines (slot machines) in the UK. This paper attempts to put the ongoing US and UK amusement machine debates into an empirical perspective and attempts a comparative analysis of video games and fruit machines by examining: incidence of play, sex differences and psychological characteristics of machine players, observational findings in arcade settings, the alleged negative consequences of amusement machine playing (i.e. increased aggression and addiction), and an appraisal of amusement machines' positive aspects. Future directions and an expanded version of Brown's (1989) developmental model of a pathology of man‐machine relationships are also discussed.
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Cites
Toward a Theory of Intrinsically Motivating Instruction*
Malone, T. W. (1981) · Cognitive Science · doi:10.1207/s15516709cog0504_2 · Cited by 2,197
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A “components” model of addiction within a biopsychosocial framework
Griffiths, M. (2005) · Journal of Substance Use · doi:10.1080/14659890500114359 · Cited by 3,088
Self-citationPsychology of Computer Use: XL. Addictive Use of the Internet: A Case That Breaks the Stereotype
Young, K. S. (1996) · Psychological Reports · doi:10.2466/pr0.1996.79.3.899 · Cited by 1,108
Does Internet and computer ‘addiction’ exist? Some case study evidence
Griffiths, M. (2000) · CyberPsychology & Behavior · doi:10.1089/109493100316067 · Cited by 906
Self-citationUnregulated internet usage: addiction, habit, or deficient self-regulation?
LaRose, R., Lin, C. A., & Eastin, M. S. (2003) · Media Psychology · doi:10.1207/s1532785xmep0503_01 · Cited by 868
Raylu, N., & Oei, T. P. S. (2002) · Clinical Psychology Review · doi:10.1016/s0272-7358(02)00101-0 · Cited by 517
Metadata
- Authors
- Griffiths, M. D.
- Venue
- Journal of Adolescence
- Publisher
- Wiley
- Published
- 1991-03
- Volume
- 14
- Issue
- 1
- Pages
- 53-73
- ISSN
- 0140-1971 (ISSN-L)
- 1095-9254
- OpenAlex
- W2028363375
- Cited by
- 214
- References
- 1
- FWCI
- 7.22
- Type
- journal article
- Language
- en
- Open access
- closed
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- Griffiths, M. D. (1991). Amusement machine playing in childhood and adolescence: A comparative analysis of video games and fruit machines. Journal of Adolescence. https://doi.org/10.1016/0140-1971(91)90045-s
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.