The DOI matches its Crossref record; 2 of the 2 references it cites were found in a registry or an index.
Pathological Video-Game Use Among Youth Ages 8 to 18: A National Study
Abstract
Researchers have studied whether some youth are “addicted” to video games, but previous studies have been based on regional convenience samples. Using a national sample, this study gathered information about video-gaming habits and parental involvement in gaming, to determine the percentage of youth who meet clinical-style criteria for pathological gaming. A Harris poll surveyed a randomly selected sample of 1,178 American youth ages 8 to 18. About 8% of video-game players in this sample exhibited pathological patterns of play. Several indicators documented convergent and divergent validity of the results: Pathological gamers spent twice as much time playing as nonpathological gamers and received poorer grades in school; pathological gaming also showed comorbidity with attention problems. Pathological status significantly predicted poorer school performance even after controlling for sex, age, and weekly amount of video-game play. These results confirm that pathological gaming can be measured reliably, that the construct demonstrates validity, and that it is not simply isomorphic with a high amount of play.
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Cites
Internet Addiction: The Emergence of a New Clinical Disorder
YOUNG, K. S. (1998) · CyberPsychology & Behavior · doi:10.1089/cpb.1998.1.237 · Cited by 5,513
Toward a syndrome model of addiction: Multiple expressions, common etiology
Shaffer, H. J., LaPlante, D. A., LaBrie, R. A., Kidman, R. C., Donato, A. N., & Stanton, M. V. (2004) · Harvard Review of Psychiatry · doi:10.1080/10673220490905705 · Cited by 682 · cited 2×
“Although there is still considerable debate about how to define addictions (Shaffer, Hall, & Vander Bilt, 2000; Shaffer & Kidman, 2003; Shaffer et al., 2004), most researchers studying pathological computer or video-game use have developed defiAddress correspondence to Douglas Gentile, Department…”
Background
Cited by
The benefits of playing video games.
Granic, I., Lobel, A., & Engels, R. C. M. E. (2014) · American Psychologist · doi:10.1037/a0034857 · Cited by 2,456
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
Self-citationMeasuring DSM-5 Internet gaming disorder: Development and validation of a short psychometric scale
Pontes, H. M., & Griffiths, M. D. (2015) · Computers in Human Behavior · doi:10.1016/j.chb.2014.12.006 · Cited by 1,151
An international consensus for assessing internet gaming disorder using the new DSM ‐5 approach
Petry, N. M., Rehbein, F., Gentile, D. A., Lemmens, J. S., Rumpf, H., Mößle, T., Bischof, G., Tao, R., Fung, D. S. S., Borges, G., et al. (2014) · Addiction · doi:10.1111/add.12457 · Cited by 919
Self-citationMeta-analysis of action video game impact on perceptual, attentional, and cognitive skills.
Bediou, B., Adams, D. M., Mayer, R. E., Tipton, E., Green, C. S., & Bavelier, D. (2018) · Psychological Bulletin · doi:10.1037/bul0000130 · Cited by 807
Metadata
- Authors
- Gentile, D.
- Venue
- Psychological Science
- Publisher
- SAGE Publications
- Published
- 2009-05
- Volume
- 20
- Issue
- 5
- Pages
- 594-602
- ISSN
- 0956-7976 (ISSN-L)
- 1467-9280
- OpenAlex
- W2098620135
- Cited by
- 1,086
- References
- 2
- FWCI
- 138.94
- Type
- journal article
- Language
- en
- Open access
- closed
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