2009
DOI: 10.1080/15213260802669458
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Development and Validation of a Game Addiction Scale for Adolescents

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Cited by 1,032 publications
(1,148 citation statements)
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References 51 publications
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“…In the current study, significantly more males than females were identified as addicted gamers and social gamers, and significantly more females than males were identified as non-gamers, a pattern that has also been widely reported with problem gambling. This gender divide has been reported elsewhere (Desai et al, 2010;Gentile, Choo, Liau, Sim, Fung, & Koo, 2011;Griffiths et al, 2004b;Lemmens et al, 2009Lemmens et al, , 2011Mentzoni et al, 2011;Padilla-Walker et al, 2010;. Whether or not game choice affected these results is beyond the scope of this paper but, as with gambling, video game manufacturers are becoming aware of the market potential of women gamers and these numbers may change as game designers create and promote games geared toward women and girls.…”
Section: Gender Differencesmentioning
confidence: 98%
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“…In the current study, significantly more males than females were identified as addicted gamers and social gamers, and significantly more females than males were identified as non-gamers, a pattern that has also been widely reported with problem gambling. This gender divide has been reported elsewhere (Desai et al, 2010;Gentile, Choo, Liau, Sim, Fung, & Koo, 2011;Griffiths et al, 2004b;Lemmens et al, 2009Lemmens et al, , 2011Mentzoni et al, 2011;Padilla-Walker et al, 2010;. Whether or not game choice affected these results is beyond the scope of this paper but, as with gambling, video game manufacturers are becoming aware of the market potential of women gamers and these numbers may change as game designers create and promote games geared toward women and girls.…”
Section: Gender Differencesmentioning
confidence: 98%
“…For the purposes of data analysis, gaming addiction was measured by the seven-item short version of this scale. Per Lemmens et al (2009), seven items on the GAS were used to identify a gaming addiction. As the cut-off on the GAS for video game addiction can be established in a number of different ways, the current study used a procedure whereby each item was considered met when a person answered ''often'' or ''very often'' of seven possible choices (Lemmens et al, 2009).…”
Section: Instrumentsmentioning
confidence: 99%
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“…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%