2013
DOI: 10.1080/15213269.2012.756374
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Gaming Addiction, Gaming Engagement, and Psychological Health Complaints Among Norwegian Adolescents

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Cited by 125 publications
(172 citation statements)
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References 30 publications
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“…These values are similar to those reported by Lemmens et al 24 in adolescent girls and boys. Other authors using the same scale have reported a higher prevalence in adolescents, 9,20 and a lower prevalence in young adults. 31,32 This is consistent with a recent study where the frequency and the problematic use of video Notes.…”
Section: Discussionmentioning
confidence: 86%
See 1 more Smart Citation
“…These values are similar to those reported by Lemmens et al 24 in adolescent girls and boys. Other authors using the same scale have reported a higher prevalence in adolescents, 9,20 and a lower prevalence in young adults. 31,32 This is consistent with a recent study where the frequency and the problematic use of video Notes.…”
Section: Discussionmentioning
confidence: 86%
“…18 There is growing evidence that video game addiction is markedly associated with negative health outcomes, whereas this is not necessarily the case for a strong engagement with video games. [19][20][21][22][23] The literature on the relationship between video gaming disorder and sport and exercise is inconclusive, and has addressed the frequency of video game play but never video game addiction. Longitudinal associations have yet to be investigated, particularly among emerging adults whose propensity to instability may favor behavioral changes over time.…”
Section: Please Scroll Down For Articlementioning
confidence: 99%
“…The possible negative impact of time spent on games may be dependent on individual and contextual factors. Therefore, researchers have started to differentiate between enthusiasm for video games and problems associated with gaming (Brunborg et al, 2013; Charlton & Danforth, 2007; Ferguson, Coulson & Barnett, 2011; Rehbein et al, 2010; Skoric et al, 2009). The emerging evidence suggests that video game addiction is associated with negative consequences, but that high engagement with games is not (Brunborg et al, 2013; Ferguson et al, 2011; Skoric et al, 2009).…”
Section: Introductionmentioning
confidence: 99%
“…In fact, many studies have shown that the amount of time spent video gaming does not represent an adequate measure of pathological gaming and is not necessarily linked to negative outcomes (Brunborg et al 2013(Brunborg et al , 2014Charlton and Danforth 2010;Gentile 2009;Spekman et al 2013). Some authors have pointed out the relevance of context and gaming motivations, as the degree of importance and of salience assigned by players to their video gaming activity may lead to very different consequences (Griffiths 2010;Kuss 2013).…”
mentioning
confidence: 97%