2009
DOI: 10.1016/j.chb.2009.06.006
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Problematic Internet use and psychosocial well-being among MMO players

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Cited by 349 publications
(290 citation statements)
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References 46 publications
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“…Higher scores on neuroticism (Dong, Wang, Yang, & Zhou, 2012;Tsai et al, 2009), and low scores on extraversion (van der Aa et al, 2009;Xiuqin et al, 2010), agreeableness and emotional stability (van der Aa, et al, 2009) have been established as potentially important risk factors for Internet addiction. Internet gaming addiction specifically has been associated with neuroticism (Mehroof & Griffiths, 2010b;Peters & Malesky, 2008), aggression and hostility (Caplan, Williams, & Yee, 2009;Kim, Namkoong, Ku, & Kim, 2008;Mehroof & Griffiths, 2010a, 2010b, introversion (Caplan, et al, 2009), social inhibition (Porter, Starcevic, Berle, & Fenech, 2010), sensation-seeking (Mehroof & Griffiths, 2010a, 2010b, and diminished agreeableness (Peters & Malesky, 2008). In spite of the substantial evidence for the role of personality traits, far less is known about interactions between traits and specific uses of the Internet in increasing the risk of being addicted to the Internet.…”
Section: Introductionmentioning
confidence: 99%
“…Higher scores on neuroticism (Dong, Wang, Yang, & Zhou, 2012;Tsai et al, 2009), and low scores on extraversion (van der Aa et al, 2009;Xiuqin et al, 2010), agreeableness and emotional stability (van der Aa, et al, 2009) have been established as potentially important risk factors for Internet addiction. Internet gaming addiction specifically has been associated with neuroticism (Mehroof & Griffiths, 2010b;Peters & Malesky, 2008), aggression and hostility (Caplan, Williams, & Yee, 2009;Kim, Namkoong, Ku, & Kim, 2008;Mehroof & Griffiths, 2010a, 2010b, introversion (Caplan, et al, 2009), social inhibition (Porter, Starcevic, Berle, & Fenech, 2010), sensation-seeking (Mehroof & Griffiths, 2010a, 2010b, and diminished agreeableness (Peters & Malesky, 2008). In spite of the substantial evidence for the role of personality traits, far less is known about interactions between traits and specific uses of the Internet in increasing the risk of being addicted to the Internet.…”
Section: Introductionmentioning
confidence: 99%
“…Previous assessment screens have predominantly been used to identify the characteristics and consequences of problematic video gaming based on addiction criteria in the Diagnostic and Statistical Manual for Mental Disorder (DSM) or the International Classification for Diseases (ICD). Some assessments have examined the motivations behind video gaming (e.g., Yee, 2006;Caplan, Williams, & Yee, 2009). However, none of the existing assessment instruments were developed using behavior analytic theory.…”
Section: Discussionmentioning
confidence: 99%
“…However, even after using more rigorous validation procedures, it appears that the sensory-related questions failed to load appropriately. Caplan, Williams and Yee (2009) By establishing the VGFA-R as a consistent assessment for measuring motivations of video game players, Anastasi (1986) recommends assessing the novel questionnaire by completing construct validity. Therefore, in study 3, we attempted to demonstrate construct validity of the VGFA-R, within a single-subject methodology.…”
Section: Discussionmentioning
confidence: 99%
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“…The majority of recent Ego-Shooters and Real-Time Strategy Games are also playable online with the possibility or exigency to interact with others (26). Studies show that playing computer games for reasons like relieving loneliness or escaping from everyday life problems leads to problematic behaviors mentioned as the first negative aspect (16,27). …”
Section: Social Isolation Of Gamersmentioning
confidence: 99%