The DOI matches its Crossref record.
Online computer gaming: a comparison of adolescent and adult gamers
Abstract
Despite the growing popularity of online game playing, there have been no surveys comparing adolescent and adult players. Therefore, an online questionnaire survey was used to examine various factors of online computer game players (n=540) who played the most popular online game Everquest. The survey examined basic demographic information, playing frequency (i.e. amount of time spent playing the game a week), playing history (i.e. how long they had been playing the game, who they played the game with, whether they had ever gender swapped their game character, the favourite and least favourite aspects of playing the game, and what they sacrifice (if anything) to play the game. Results showed that adolescent gamers were significantly more likely to be male, significantly less likely to gender swap their characters, and significantly more likely to sacrifice their education or work. In relation to favourite aspects of game play, the biggest difference between the groups was that significantly more adolescents than adults claimed their favourite aspect of playing was violence. Results also showed that in general, the younger the player, the longer they spent each week playing.
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Cited by
Development and validation of a Game Addiction Scale for adolescents
Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2009) · Media Psychology · doi:10.1080/15213260802669458 · Cited by 1,428
Breaking the Stereotype: The Case of Online Gaming
Griffiths, M. D., Davies, M. N. O., & Chappell, D. (2003) · CyberPsychology & Behavior · doi:10.1089/109493103321167992 · Cited by 501
Self-citationSmartphone addiction among university students in the light of some variables
Aljomaa, S. S., Al.Qudah, M. F., Albursan, I. S., Bakhiet, S. F., & Abduljabbar, A. S. (2016) · Computers in Human Behavior · doi:10.1016/j.chb.2016.03.041 · Cited by 456
The Role of Context in Online Gaming Excess and Addiction: Some Case Study Evidence
Griffiths, M. D. (2010) · International Journal of Mental Health and Addiction · doi:10.1007/s11469-009-9229-x · Cited by 474
Self-citationProblematic internet use and psychosocial well-being among MMO players
Caplan, S., Williams, D., & Yee, N. (2009) · Computers in Human Behavior · doi:10.1016/j.chb.2009.06.006 · Cited by 449
Metadata
- Authors
- Griffiths, M. D., Davies, M. N. O., & Chappell, D.
- Venue
- Journal of Adolescence
- Publisher
- Wiley
- Published
- 2003-12-30
- Volume
- 27
- Issue
- 1
- Pages
- 87-96
- ISSN
- 0140-1971 (ISSN-L)
- 1095-9254
- OpenAlex
- W1982555474
- Cited by
- 504
- References
- 0
- FWCI
- 24.41
- Type
- journal article
- Language
- en
- Open access
- closed
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- Griffiths, M. D., Davies, M. N. O., & Chappell, D. (2004). Online computer gaming: a comparison of adolescent and adult gamers. Journal of Adolescence. https://doi.org/10.1016/j.adolescence.2003.10.007
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Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
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