The DOI matches its Crossref record; 5 of the 5 references it cites were found in a registry or an index.
Excessive Computer Game Playing: Evidence for Addiction and Aggression?
Abstract
Computer games have become an ever-increasing part of many adolescents' day-to-day lives. Coupled with this phenomenon, reports of excessive gaming (computer game playing) denominated as "computer/video game addiction" have been discussed in the popular press as well as in recent scientific research. The aim of the present study was the investigation of the addictive potential of gaming as well as the relationship between excessive gaming and aggressive attitudes and behavior. A sample comprising of 7069 gamers answered two questionnaires online. Data revealed that 11.9% of participants (840 gamers) fulfilled diagnostic criteria of addiction concerning their gaming behavior, while there is only weak evidence for the assumption that aggressive behavior is interrelated with excessive gaming in general. Results of this study contribute to the assumption that also playing games without monetary reward meets criteria of addiction. Hence, an addictive potential of gaming should be taken into consideration regarding prevention and intervention.
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Citations
Cites
An update on the effects of playing violent video games
Anderson, C. A. (2004) · Journal of Adolescence · doi:10.1016/j.adolescence.2003.10.009 · Cited by 738
Carnagey, N. L., & Anderson, C. A. (2005) · Psychological Science · doi:10.1111/j.1467-9280.2005.01632.x · Cited by 374
Computer game playing in adolescence: Prevalence and demographic indicators
Griffiths, M. D., & Hunt, N. (1995) · Journal of Community & Applied Social Psychology · doi:10.1002/casp.2450050307 · Cited by 237
Self-citationSpecific cue reactivity on computer game-related cues in excessive gamers.
Thalemann, R., Wölfling, K., & Grüsser, S. M. (2007) · Behavioral Neuroscience · doi:10.1037/0735-7044.121.3.614 · Cited by 210
Self-citationComputer Game Playing in Early Adolescence
Griffiths, M. D. (1997) · Youth & Society · doi:10.1177/0044118x97029002004 · Cited by 117
Self-citation
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
A Motivational Model of Video Game Engagement
Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010) · Review of General Psychology · doi:10.1037/a0019440 · Cited by 1,422
Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study
Gentile, D. A., Choo, H., Liau, A., Sim, T., Li, D., Fung, D., & Khoo, A. (2011) · Pediatrics · doi:10.1542/peds.2010-1353 · Cited by 1,314
Internet Gaming Addiction: A Systematic Review of Empirical Research
Kuss, D. J., & Griffiths, M. D. (2012) · International Journal of Mental Health and Addiction · doi:10.1007/s11469-011-9318-5 · Cited by 1,113
Self-citationThe compulsive internet use scale (CIUS): some psychometric properties
Meerkerk, G.-J., Van Den Eijnden, R. J. J. M., Vermulst, A. A., & Garretsen, H. F. L. (2009) · CyberPsychology & Behavior · doi:10.1089/cpb.2008.0181 · Cited by 989
Metadata
- Authors
- Grüsser, S. M., Thalemann, R., & Griffiths, M. D.
- Venue
- CyberPsychology & Behavior
- Publisher
- SAGE Publications
- Published
- 2007-04
- Volume
- 10
- Issue
- 2
- Pages
- 290-292
- ISSN
- 1094-9313 (ISSN-L)
- 1557-8364
- OpenAlex
- W2021740767
- Cited by
- 615
- References
- 5
- FWCI
- 94.83
- Type
- journal article
- Language
- en
- Open access
- closed
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