2011
DOI: 10.1089/cyber.2010.0315
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Problematic Video Game Play in a College Sample and Its Relationship to Time Management Skills and Attention-Deficit/Hyperactivity Disorder Symptomology

Abstract: Although numerous benefits have been uncovered related to moderate video game play, research suggests that problematic video game playing behaviors can cause problems in the lives of some video game players. To further our understanding of this phenomenon, we investigated how problematic video game playing symptoms are related to an assortment of variables, including time management skills and attention-deficit/hyperactivity disorder (ADHD) symptoms. Additionally, we tested several simple mediation/moderation … Show more

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Cited by 22 publications
(11 citation statements)
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“…It is worth noting that ADHD traits were not associated with extensive game play sessions or infrequent breaks between sessions. Studies in children and adolescents have found a positive relationship between ADHD symptoms and time spent playing video games 14,20 . It is possible that adults with ADHD traits reduce the frequency of play.…”
Section: Relationship Between Adhd Traits and Pvgpmentioning
confidence: 99%
“…It is worth noting that ADHD traits were not associated with extensive game play sessions or infrequent breaks between sessions. Studies in children and adolescents have found a positive relationship between ADHD symptoms and time spent playing video games 14,20 . It is possible that adults with ADHD traits reduce the frequency of play.…”
Section: Relationship Between Adhd Traits and Pvgpmentioning
confidence: 99%
“…Percentage of "addicted" Fisher (1994Fisher ( , 1995 UK 6% Griffiths & Dancaster (1995) United States of America (Lyles, 2007;Langley, 2010;Elliott, Golub, Ream, & Dunlap, 2011;Ream, Elliott, & Dunlap, 2011a, 2011bTolchinsky & Jefferson, 2011), France (Bioulac, Arfi, & Bouvard, 2008, 2010, United Kingdom (Collins, Freeman, & Chamarro-Premuzic, 2012), Canada (Adlaf, Paglia-Boak, Beitchman, & Wolfe, 2008;Parker et al, 2008;Taylor, 2008;Lafrenière, Vallerand, Donahue, & Lavigne, 2009), Iceland (Hróarsson, 2004;Einarsdóttir, 2008;Skarphédinsson, Pálsdóttir, & Ólason, 2008), China (De-Lin Sun et al, 2008), Australia (Loton, 2007), Brazil (Icassati-Suzuki, Vieira, Araujo, & Magallaes, 2009), Thailand (Supaket, Munsawaengsub, Nanthamongkolchai, & Apinuntavetch, 2008) and Peru (Vallejos & Capa, 2010) have followed this suggestion in using the PVP as a quantitative approach. Contrariwise, Arab et al (2006Arab et al ( , 2007 in Chile used the instrument to diagnose "video game addiction" when respondents answered affirmatively 2 or more items.…”
Section: Countrymentioning
confidence: 99%
“…The first set of factors in our conceptual model is the individual characteristics of the game player. Prior research has implemented health predispositions as an individual factor [24]. For example, AUDIT-C was implemented as an individual factor for a serious game that assessed alcohol outcomes and participants' willingness to seek help for health problems [13].…”
Section: Individual Factorsmentioning
confidence: 99%