Gesundheit Und Neue Medien 2009
DOI: 10.1007/978-3-211-72015-8_11
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Abhängigkeit und Internet-Applikationen: Spiele, Kommunikation und Sex-Webseiten

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Cited by 8 publications
(9 citation statements)
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References 32 publications
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“…Griffiths (2000a) has identified several components of Internet addiction, based on the general behavioral addiction criteria described by R. I. F. Brown (1993;Griffiths, 2000aGriffiths, , 2000bWidyanto & Griffiths, 2007). These components have often been used to develop addiction scales for youths (Ko, Yen, Chen, Chen, & Yen, 2005;Lemmens, Valkenburg, & Peter, 2009;Smahel et al, 2009). According to Griffiths (2000aGriffiths ( , 2000c an Internet user can be considered addicted if he or she scores highly on six criteria.…”
Section: Internet Addictionmentioning
confidence: 99%
“…Griffiths (2000a) has identified several components of Internet addiction, based on the general behavioral addiction criteria described by R. I. F. Brown (1993;Griffiths, 2000aGriffiths, , 2000bWidyanto & Griffiths, 2007). These components have often been used to develop addiction scales for youths (Ko, Yen, Chen, Chen, & Yen, 2005;Lemmens, Valkenburg, & Peter, 2009;Smahel et al, 2009). According to Griffiths (2000aGriffiths ( , 2000c an Internet user can be considered addicted if he or she scores highly on six criteria.…”
Section: Internet Addictionmentioning
confidence: 99%
“…This research validated past U&G research, which identified several motives or gratifications for video game play, including entertainment, achievement, social activity, immersion, and escape (Bartle 1996;Courtois et al 2009;Gee 2005;Griffiths et al 2004;Griffiths and Hunt 1995;Hartmann and Klimmt 2006;Hellstrom et al 2012;Hussain and Griffiths 2009;Kim and Kim 2010;Ko et al 2005;Koo 2009;Lin and Lin 2011;Ng and Weimer-Hastings 2005;Smahel et al 2009;Song et al 2004;Wu et al 2010;Yee 2006aYee , 2006b). Online video games, especially team-based experiences, promote a sense of belonging and accomplishment to participants (Billieux et al 2013;Cole and Griffiths 2007;Greitemeyer and Mugge 2013;Greitemeyer et al 2012;Hsu, Wen, and Wu 2009;Iacono and Weisband 1997;Kowert and Oldmeadow 2013;Lin and Lin 2011;Snodgrass et al 2011;Trepte et al 2012;Williams 2006;Wu et al 2010;Yee 2002;Zhong 2011).…”
Section: Discussionsupporting
confidence: 80%
“…The U&G perspective assumes that users actively choose media based on the extent that it fulfills their desires and that social and psychological differences between users affect levels of fulfillment and therefore, levels of motive in their pursuit (Katz, Blumler, and Gurevitch, 1974;Parsons 1951;Pornsakulvanich, Haridakis, and Rubin 2008;Weibull 1985). Past U&G research has identified several motives or gratifications for video game play, including entertainment, achievement, social activity, immersion, and escape (Bartle 1996;Courtois et al 2009;Gee 2005;Griffiths et al 2004;Griffiths and Hunt 1995;Hartmann and Klimmt 2006;Hellstrom et al 2012;Hussain and Griffiths 2009;Kim and Kim 2010;Ko et al 2005;Koo 2009;Lin and Lin 2011;Ng and Weimer-Hastings 2005;Smahel et al 2009;Song et al 2004;Wu et al 2010;Yee 2006aYee , 2006b. Further, researchers have linked increased confidence as a motive for online game play (Puri and Pugliese 2012), as well as player-developed emotional tethers toward in-game characters or player avatars (player-controlled characters that represent the player's interaction with the game world) (Wolvendale 2006).…”
Section: Uses and Gratificationsmentioning
confidence: 99%
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“…Players can make use of the services provided by the games to have interactions and share interests thereby enjoy the pleasure brought about by virtual avatars [9][10]. [11] proposed three features of MMORPGs: (1) fulfilling missions and achievement, (2) being able to interact with other players, and (3) leveling up avatars. Therefore, when compared with other games, an MMORPG has a story and a quest for each avatar, and when the different players fulfill different quests, there will be different results [12].…”
Section: Mmorpgmentioning
confidence: 99%