“…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 …”