2005
DOI: 10.1080/14659890500114359
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A ‘components’ model of addiction within a biopsychosocial framework

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Cited by 2,107 publications
(2,148 citation statements)
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References 23 publications
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“…Although other existing instruments assess Facebook addiction, the BFAS was chosen for this study because its brevity and high suitability for large-scale surveys, wide international acceptance, and most importantly, sound theoretical basis, reflecting the components model of addiction (Griffiths, 2005), which posits that behavioral addictions are a biopsychosocial phenomena comprising six core components: salience, mood modification, tolerance, withdrawal symptoms, conflict, and relapse (Griffiths, 2005).…”
Section: The Present Studymentioning
confidence: 99%
“…Although other existing instruments assess Facebook addiction, the BFAS was chosen for this study because its brevity and high suitability for large-scale surveys, wide international acceptance, and most importantly, sound theoretical basis, reflecting the components model of addiction (Griffiths, 2005), which posits that behavioral addictions are a biopsychosocial phenomena comprising six core components: salience, mood modification, tolerance, withdrawal symptoms, conflict, and relapse (Griffiths, 2005).…”
Section: The Present Studymentioning
confidence: 99%
“…This 21-item scale was modelled on the DSM-IV criteria for pathological gambling and taps into criteria proposed by Griffiths (2005a), the components of which are salience, tolerance, mood modification, withdrawal, relapse, conflict, and related problems. The scale, based on research with two adolescent samples, had a Cronbach's alpha of .92 and .94 in two studies.…”
Section: Instrumentsmentioning
confidence: 99%
“…Although playing video games is not considered intrinsically pathologic or problematic, gaming can become pathological for some players when the activity becomes dysfunctional, harming an individual's social, occupational, familial, academic, and psychological functioning (1). In general, "pathological gaming" can be described as persistent, recurrent, and excessive involvement with computer or video games that cannot be controlled, despite associated problems (2,3). Most recent studies on "game addiction" or similar constructs have adapted the definition and six criteria for "pathological gambling" from the fourth edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-IV) (4), and many have therefore applied the term "pathological gaming" to this type of behavior (5)(6)(7)(8)(9)(10)(11)(12).…”
Section: Introductionmentioning
confidence: 99%