1989
DOI: 10.2307/2095720
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Self-Esteem and Adolescent Problems: Modeling Reciprocal Effects

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Cited by 649 publications
(415 citation statements)
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“…Han, Lee, Na, Ahn, Chung, Daniels, Haws and Renshaw (2009) -N = 62 children with ADHD (52 males; mean age = 9 years, SD = 2) -Questionnaire and visual continuous performance test -Internet Addiction Scale (Young, 1996b; Korean version) with good internal consistency -ADHD rating scale (So, Noh, Kim, Ko & Koh, 2002 th graders (50% females, mean age = 18 years) from 2 public high schools -Survey -Problematic Online Game Use Scale (based on Armstrong, Phillips & Saling, 2000;Caplan, 2002;Charlton & Danforth, 2007;Lee & Ahn, 2002;Young, 1999) with good reliability, convergent and discriminant validity -"Problematic online game use" -Criteria assessed: euphoria, health problem, conflict, failure of self-control, preference for virtual relationship King and Delfabbro (2009) -N = 38 (23 adolescents (15 males, mean age = 16 years, SD = 1; video game playing = 15 hrs/week, SD = 12 hours); 15 adults (11 males, mean age = 30 years, SD = 7; video game playing = 18 hrs/week, SD = 11) -Pilot interview study with 7 semi-structured group interviews -Questions on playing motivations, and psychosocial context of excessive video game playing behavior -"Excessive video game play" -No specific diagnostic measure used -Online Role-playing Games more rewarding than casual games ® more addictive Lemmens, Valkenburg and Peter (2011b) -N = 851 Dutch adolescents (543 gamers; age range 11-17 years, M = 13.9, SD = 1.4; 51% male) -2-wave panel study including a paper-and pencil survey distributed in schools -Pathological gaming (Lemmens et al, 2009) with good convergent validity and criterion validity -Time spent on games -UCLA Loneliness Scale (Russell, 1996) -Satisfaction with Life Scale (Diener, Emmons, Larsen & Griffin, 1985) -Social competence (based on Buhrmester, Furman, Wittenberg & Reis, 1988;Inderbitzen & Foster, 1992) -Self-Esteem Scale (Rosenberg, Schooler & Schoenbach, 1989) -"Pathological gaming" -Criteria: salience, tolerance, mood modification, relapse, withdrawal, conflict, problems -Social competence, self-esteem, and loneliness predicted pathological gaming six months later -Low psychosocial well-being is antecedent and loneliness is consequence of pathological gaming Lemmens, Valkenburg and Peter (2011a) -N = 851 Dutch adolescents (age range 11-17 years, M = 13.9, SD = 1.4; 51% male; 540 game players, 30% female) -2-wave panel study including a paper and pencil survey that was distributed in schools -Pathological gaming …”
Section: Online Gaming Addiction Based On the Criteria For Pathologicmentioning
confidence: 99%
“…Han, Lee, Na, Ahn, Chung, Daniels, Haws and Renshaw (2009) -N = 62 children with ADHD (52 males; mean age = 9 years, SD = 2) -Questionnaire and visual continuous performance test -Internet Addiction Scale (Young, 1996b; Korean version) with good internal consistency -ADHD rating scale (So, Noh, Kim, Ko & Koh, 2002 th graders (50% females, mean age = 18 years) from 2 public high schools -Survey -Problematic Online Game Use Scale (based on Armstrong, Phillips & Saling, 2000;Caplan, 2002;Charlton & Danforth, 2007;Lee & Ahn, 2002;Young, 1999) with good reliability, convergent and discriminant validity -"Problematic online game use" -Criteria assessed: euphoria, health problem, conflict, failure of self-control, preference for virtual relationship King and Delfabbro (2009) -N = 38 (23 adolescents (15 males, mean age = 16 years, SD = 1; video game playing = 15 hrs/week, SD = 12 hours); 15 adults (11 males, mean age = 30 years, SD = 7; video game playing = 18 hrs/week, SD = 11) -Pilot interview study with 7 semi-structured group interviews -Questions on playing motivations, and psychosocial context of excessive video game playing behavior -"Excessive video game play" -No specific diagnostic measure used -Online Role-playing Games more rewarding than casual games ® more addictive Lemmens, Valkenburg and Peter (2011b) -N = 851 Dutch adolescents (543 gamers; age range 11-17 years, M = 13.9, SD = 1.4; 51% male) -2-wave panel study including a paper-and pencil survey distributed in schools -Pathological gaming (Lemmens et al, 2009) with good convergent validity and criterion validity -Time spent on games -UCLA Loneliness Scale (Russell, 1996) -Satisfaction with Life Scale (Diener, Emmons, Larsen & Griffin, 1985) -Social competence (based on Buhrmester, Furman, Wittenberg & Reis, 1988;Inderbitzen & Foster, 1992) -Self-Esteem Scale (Rosenberg, Schooler & Schoenbach, 1989) -"Pathological gaming" -Criteria: salience, tolerance, mood modification, relapse, withdrawal, conflict, problems -Social competence, self-esteem, and loneliness predicted pathological gaming six months later -Low psychosocial well-being is antecedent and loneliness is consequence of pathological gaming Lemmens, Valkenburg and Peter (2011a) -N = 851 Dutch adolescents (age range 11-17 years, M = 13.9, SD = 1.4; 51% male; 540 game players, 30% female) -2-wave panel study including a paper and pencil survey that was distributed in schools -Pathological gaming …”
Section: Online Gaming Addiction Based On the Criteria For Pathologicmentioning
confidence: 99%
“…Cette influence directe du regard d'autrui n'est actuellement plus remise en question dans la définition de l'estime de soi (Gilly, 1999 ;L'Ecuyer, 1994 ;Rosenberg, Schooler et Schoenbach, 1989). Pour André et Lelord (2007), il existe quatre sources principales de jugements dont dépend l'estime de soi d'un enfant : ses parents, ses enseignants, ses camarades de classe et ses amis.…”
Section: Répercussions Sur L'estime De Soiunclassified
“…Le débat est encore d'actualité. Certains auteurs croient qu'il serait préférable que l'estime de soi soit étudiée selon les domaines spécifiques auxquels elle s'applique (Andrews, 1998;DuBois & Tevendale, 1999), alors que d'autres avancent que l'estime de soi globale, étant un concept hiérarchiquement plus élevé que les domaines qu'elle englobe, représenterait mieux l'évaluation que l'individu se fait de lui-même (Boden, Fergusson, & Horwood, 2008;Rosenberg, 1979Rosenberg, , 1995 (Bolognini et al, 1996;Guillon & Crocq, 2004;Guillon, Crocq, & Bailey, 2003;Rosenberg, Schooler, & Schoenbach, 1989). Par ailleurs, un niveau élevé d'estime de soi est associé au bien-être psychologique (Rosenberg et al, 1995) et au bonheur (Baumeister, Campbell, Krueger & Vohs, 2003).…”
Section: Sexe De L'adolescentunclassified