The DOI matches its Crossref record; 68 of the 71 references it cites were found in a registry or an index.
Problematic Internet use and psychosocial well-being among MMO players
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“The more serious manifestation of problematic media use -SNSs addictionrefers to a situation where individuals' preoccupation with SNSs, characterized by an inability to regulate their SNSs use, result in a significant negative impact on their daily lifestyle (Andreassen, Torsheim, Brunborg, & Pallesen, 2012;Caplan, Williams, & Yee, 2009).”
From Till logout do us part? Comparison of factors predicting excessive social network sites use and addiction between Singaporean adolescents and adults (2017) · cites this paper as Caplan et al., 2009
Citations
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Research works printed but not linked: 1
- Caplan, S. E. (2005b). Refining the cognitive behavioral model of problematic Internet use. Paper presented at the annual conference of the American Psychological Association, Washington, DC, August 2005.
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Metadata
- Authors
- Caplan, S., Williams, D., & Yee, N.
- Affiliations
- University of Delaware (US)
- University of Southern California (US)
- Stanford University (US)
- Corresponding author
- Caplan, Scott
- Venue
- Computers in Human Behavior
- Publisher
- Elsevier BV
- Published
- 2009-11
- Volume
- 25
- Issue
- 6
- Pages
- 1312-1319
- ISSN
- 0747-5632 (ISSN-L)
- OpenAlex
- W1973418951
- Cited by
- 449
- References
- 71
- Citations by year
- 2026: 9 · 2025: 21 · 2024: 17 · 2023: 26 · 2022: 23 · 2021: 35 · 2020: 38 · 2019: 33 · 2018: 29 · 2017: 33 · 2016: 27 · 2015: 36 · 2014: 37 · 2013: 32 · 2012: 25
- FWCI
- 56.28
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Computers in Human Behavior (publishedVersion)
- Topics
- Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Psychology › Clinical Psychology › Gambling Behavior and Treatments
- Keywords
- problematic internet use, massively multiplayer online games, psychosocial well-being, in-game behavior, online games
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