Cited by 82Impact of Technology on AdolescentsDigital Games and MediaEducational Games and Gamification

The partial truths of compensatory and poor-get-poorer internet use theories: More highly involved videogame players experience greater psychosocial benefits

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Snodgrass, Jeffrey G., Bagwell, Andrew, Patry, Justin M., Dengah, H.J. Francois, Smarr-Foster, Cheryl, Van Oostenburg, Max, Lacy, Michael G.·2018·Computers in Human Behavior

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References 95 · Cited by 82

Research works printed but not linked: 2

  1. Hughes, M. E., Waite, L. J., Hawkley, L. C., & Cacioppo, J. T. (2004). A Short Scale for Measuring Loneliness in Large Surveys. Research on Aging, 26(6), 655-672.
  2. Taylor, T. L. (2009). Play between worlds. MIT Press.

Authors
Snodgrass, J. G., Bagwell, A., Patry, J. M., Dengah, H. J. F., Smarr-Foster, C., Van Oostenburg, M., & Lacy, M. G.
Affiliations
Colorado State University (US)
Corresponding author
Snodgrass, Jeffrey G.
Venue
Computers in Human Behavior
Publisher
Elsevier BV
Published
2018-01
Volume
78
Pages
10-25
ISSN
0747-5632 (ISSN-L)
OpenAlex
W2755290460
Cited by
82
References
95
Citations by year
2026: 10 · 2025: 14 · 2024: 9 · 2023: 6 · 2022: 12 · 2021: 12 · 2020: 5 · 2019: 8 · 2018: 5 · 2017: 1
FWCI
13.30
Type
journal article
Language
en
Open access
Locations
  • Computers in Human Behavior (acceptedVersion)
  • NOAA Institutional Repository (submittedVersion, public-domain)
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 › Developmental and Educational Psychology › Educational Games and Gamification
Keywords
loneliness, compensatory hypothesis, social inclusion, emerging adults, mental health, gaming communities

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