Please use this identifier to cite or link to this item:
https://hdl.handle.net/2440/74630
Citations | ||
Scopus | Web of Science® | Altmetric |
---|---|---|
?
|
?
|
Full metadata record
DC Field | Value | Language |
---|---|---|
dc.contributor.author | King, D. | - |
dc.contributor.author | Delfabbro, P. | - |
dc.contributor.author | Griffiths, M. | - |
dc.date.issued | 2013 | - |
dc.identifier.citation | CyberPsychology, Behavior and Social Networking, 2013; 16(1):72-76 | - |
dc.identifier.issn | 2152-2715 | - |
dc.identifier.issn | 2152-2723 | - |
dc.identifier.uri | http://hdl.handle.net/2440/74630 | - |
dc.description | Online 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.abstract | A 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.statementofresponsibility | Daniel L. King, Paul H. Delfabbro, and Mark D. Griffiths | - |
dc.language.iso | en | - |
dc.publisher | Mary Ann Liebert, Inc. Publishers | - |
dc.rights | © Mary Ann Liebert, Inc. | - |
dc.source.uri | http://dx.doi.org/10.1089/cyber.2012.0062 | - |
dc.subject | Humans | - |
dc.subject | Longitudinal Studies | - |
dc.subject | Behavior, Addictive | - |
dc.subject | Video Games | - |
dc.subject | Internet | - |
dc.subject | Adolescent | - |
dc.subject | Adult | - |
dc.subject | Australia | - |
dc.subject | Female | - |
dc.subject | Male | - |
dc.subject | Diagnostic Self Evaluation | - |
dc.subject | Surveys and Questionnaires | - |
dc.title | Trajectories of problem video gaming among adult regular gamers: An 18-month longitudinal study | - |
dc.type | Journal article | - |
dc.identifier.doi | 10.1089/cyber.2012.0062 | - |
pubs.publication-status | Published | - |
dc.identifier.orcid | King, D. [0000-0002-1762-2581] | - |
dc.identifier.orcid | Delfabbro, P. [0000-0002-0466-5611] | - |
Appears in Collections: | Aurora harvest 4 Psychology publications |
Files in This Item:
File | Description | Size | Format | |
---|---|---|---|---|
hdl_74630.pdf | Published version | 91.05 kB | Adobe PDF | View/Open |
Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.