Please use this identifier to cite or link to this item: https://hdl.handle.net/2440/74630
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dc.contributor.authorKing, D.-
dc.contributor.authorDelfabbro, P.-
dc.contributor.authorGriffiths, M.-
dc.date.issued2013-
dc.identifier.citationCyberPsychology, Behavior and Social Networking, 2013; 16(1):72-76-
dc.identifier.issn2152-2715-
dc.identifier.issn2152-2723-
dc.identifier.urihttp://hdl.handle.net/2440/74630-
dc.descriptionOnline ahead of print: October 25, 2012 This is a copy of an article published in the Cyberpsychology, Behavior, and Social Networking © 2012 copyright Mary Ann Liebert, Inc.; Cyberpsychology, Behavior, and Social Networking is available online at: http://online.liebertpub.com.-
dc.description.abstractA three-wave, longitudinal study examined the long-term trajectory of problem gaming symptoms among adult regular video gamers. Potential changes in problem gaming status were assessed at two intervals using an online survey over an 18-month period. Participants (N=117) were recruited by an advertisement posted on the public forums of multiple Australian video game-related websites. Inclusion criteria were being of adult age and having a video gaming history of at least 1 hour of gaming every week over the past 3 months. Two groups of adult video gamers were identified: those players who did (N=37) and those who did not (N=80) identify as having a serious gaming problem at the initial survey intake. The results showed that regular gamers who self-identified as having a video gaming problem at baseline reported more severe problem gaming symptoms than normal gamers, at all time points. However, both groups experienced a significant decline in problem gaming symptoms over an 18-month period, controlling for age, video gaming activity, and psychopathological symptoms.-
dc.description.statementofresponsibilityDaniel L. King, Paul H. Delfabbro, and Mark D. Griffiths-
dc.language.isoen-
dc.publisherMary Ann Liebert, Inc. Publishers-
dc.rights© Mary Ann Liebert, Inc.-
dc.source.urihttp://dx.doi.org/10.1089/cyber.2012.0062-
dc.subjectHumans-
dc.subjectLongitudinal Studies-
dc.subjectBehavior, Addictive-
dc.subjectVideo Games-
dc.subjectInternet-
dc.subjectAdolescent-
dc.subjectAdult-
dc.subjectAustralia-
dc.subjectFemale-
dc.subjectMale-
dc.subjectDiagnostic Self Evaluation-
dc.subjectSurveys and Questionnaires-
dc.titleTrajectories of problem video gaming among adult regular gamers: An 18-month longitudinal study-
dc.typeJournal article-
dc.identifier.doi10.1089/cyber.2012.0062-
pubs.publication-statusPublished-
dc.identifier.orcidKing, D. [0000-0002-1762-2581]-
dc.identifier.orcidDelfabbro, P. [0000-0002-0466-5611]-
Appears in Collections:Aurora harvest 4
Psychology publications

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