2014
DOI: 10.1080/01926187.2013.847705
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Gamer Widow: A Phenomenological Study of Spouses of Online Video Game Addicts

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Cited by 21 publications
(41 citation statements)
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References 14 publications
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“…Among the 13 articles were five correlational studies ( Hussain et al, 2012 ; Lee & Kim, 2017 ; Li & Wang, 2013 ; Spekman et al, 2013 ; Volmer et al, 2014;), five literature reviews ( Bass, 2015 ; Freeman, 2008 ; Dong & Potenza, 2014 ; Kuss, 2013 ; Young, 2009 ), one systematic review (29 quantitative studies and seven treatment studies) ( King & Delfabbro, 2014 ), one meta-analysis (on 10 high-quality articles) ( Meng et al, 2014 ), and one qualitative study ( Northrup & Shumway, 2014 ). A summary of the 13 included articles is provided in Table 1 .…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…Among the 13 articles were five correlational studies ( Hussain et al, 2012 ; Lee & Kim, 2017 ; Li & Wang, 2013 ; Spekman et al, 2013 ; Volmer et al, 2014;), five literature reviews ( Bass, 2015 ; Freeman, 2008 ; Dong & Potenza, 2014 ; Kuss, 2013 ; Young, 2009 ), one systematic review (29 quantitative studies and seven treatment studies) ( King & Delfabbro, 2014 ), one meta-analysis (on 10 high-quality articles) ( Meng et al, 2014 ), and one qualitative study ( Northrup & Shumway, 2014 ). A summary of the 13 included articles is provided in Table 1 .…”
Section: Resultsmentioning
confidence: 99%
“…As the gaming industry continued to evolve and expand markets, games became more sophisticated and interactive. Today, MMORPG, such as World of Warcraft and League of Legends , allow gamers from diverse racial backgrounds, age groups, and geographical locations to connect with one another through custom-built characters to fight virtual battles in real time as a means to improving their characters’ standings ( Bass, 2015 ; Northrup & Shumway, 2014 ). Each game functions as a self-contained society, with its own unique currency, scenery, and rules.…”
Section: Massive Multiplayer Online Role-playing Gamesmentioning
confidence: 99%
“…Research has shown that people close to MMORPG-gamers experience the gaming as disturbing when it alters the gamer's personality, when its sabotages or makes a 'normal' shared life difficult (see Northrup, 2008). We set out to find out the rationales according to which people who had experienced negative consequences of excessive gaming in a close relationship with a gamer would conceptualize the gaming-evoked strains on the relationships.…”
Section: Methodsmentioning
confidence: 99%
“…Bu oyunlarda dünyanın çeşitli coğrafyalarından kullanıcılar oyun karakterlerini geliştirmeye ça-lışırken gerçek zamanlı müsabakalar/savaşlar yapmaktadırlar (Northrup & Shumway, 2014). Hem küçük hem de büyük oyunlarla oynanan çevrimiçi bilgisayar oyunları, toplumun özellikle de genç nüfusun bü-yük ilgisini çekmektedir.…”
Section: Introductionunclassified