Cited by 73Impact of Technology on AdolescentsDigital Games and MediaGambling Behavior and Treatments

Online gaming involvement and its positive and negative consequences: A cognitive anthropological “cultural consensus” approach to psychiatric measurement and assessment

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Snodgrass, Jeffrey G., Dengah, H.J. Francois, Lacy, Michael G., Bagwell, Andrew, Van Oostenburg, Max, Lende, Daniel·2017·Computers in Human Behavior

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Crossref · 10.1016/j.chb.2016.09.025

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  • For the vast majority of consumers of gaming products and services, recreational gaming can confer personal and social benefits, even with relatively high levels of engagement.

    “For the vast majority of consumers of gaming products and ser vices, recreational gaming can confer personal and social benefits 131,132 , even with relatively high levels of engagement (e.g., daily use for several hours or longer).”

    From Emerging experience with selected new categories in the <scp>ICD</scp>‐11: complex <scp>PTSD</scp>, prolonged grief disorder, gaming disorder, and compulsive sexual behaviour disorder (2022) · cites this paper as [131]

    The Results report that surveyed online gamers played an average of 33.5 hours per week, and the Conclusion describes psychological and social benefits, including among highly committed players (page numbers unavailable). But the paper does not establish that the vast majority of gaming consumers benefit: its Conclusion reports positive and negative experiences in roughly equal numbers. (LLM, conf=0.86)

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1 of the 78 references couldn’t be matched to a known paper.

Research works printed but not linked: 6

  1. Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD Research, 1(1), 19.
  2. D'Andrade, R. G., & Strauss, C. (1992). Human motives and cultural models (Vol. 1). Cambridge University Press.
  3. Jansz, J., & Van Rooij, A. (2012). The Perils and Pleasures of Playing Videogames (by Rutger Leukfeldt and Wouter Stol). In Cyber safety: An introduction (pp. 227-235). Eleven International Publishing.
  4. Kardefelt-Winther, D. (2015c). Problems with atheoretical and confirmatory research approaches in the study of behavioral addictions. J Behav Addict, 4(3), 126-129.
  5. Romney, A. K., & Weller, S. C. (1988). Systematic data collection (Vol. 10). Sage Publications, Incorporated.
  6. Strauss, C., & Quinn, N. (1997). A cognitive theory of cultural meaning (Vol. 9). Cambridge University Press.

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Authors
Snodgrass, J. G., Dengah, H. J. F., Lacy, M. G., Bagwell, A., Van Oostenburg, M., & Lende, D.
Affiliations
  • Colorado State University (US)
  • University of South Florida (US)
Corresponding author
Snodgrass, Jeffrey G.
Venue
Computers in Human Behavior
Publisher
Elsevier BV
Published
2017-01
Volume
66
Pages
291-302
ISSN
0747-5632 (ISSN-L)
OpenAlex
W2528319502
Cited by
69
References
78
Citations by year
2026: 4 · 2025: 7 · 2024: 7 · 2023: 8 · 2022: 9 · 2021: 5 · 2020: 8 · 2019: 6 · 2018: 9 · 2017: 6
FWCI
20.01
Type
journal article
Language
en
Open access
Locations
  • Computers in Human Behavior (acceptedVersion)
  • NOAA Institutional Repository (submittedVersion)
Funders
  • Colorado State University and its Department of Anthropology
  • U.S. National Science Foundation
  • NSF (1600448)
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
online games, positive and negative consequences, cultural consensus analysis, scale development, psychiatric assessment, cognitive salience, withdrawal, tolerance (pharmacology and immunology), gaming disorder

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