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Problematic Online Gaming [PDF]
Since their appearance in the 1990s, online video games have become widely popular and accessible. Nowadays, they are one of the most widespread recreational activities irrespective of culture, age, and gender. Parallel with this, dangers of problematic use have begun to arise.
Zsolt Demetrovics, Katalin Nagygyörgy
exaly +4 more sources
Problematic Gaming, Social Withdrawal, and Escapism: The Compensatory-Dissociative Online Gaming (C-DOG) Model [PDF]
In this article, we critically overview existing studies on compensatory and dissociative mechanisms associated with problematic gaming, with a focus on escapism. Thus, we present a theoretical model integrating current research. In the first section, we link compensatory and dissociative processes related to gaming on a continuum that corresponds to ...
Adriano Schimmenti +2 more
exaly +7 more sources
This study aims to investigate the relationship between empathy, social self-efficacy, problematic Internet use (PIU), and problematic online gaming (POG) and to evaluate how such relationship varies according to the age of the participants. A sample of 1,585 Italian students, both genders, aged 12-20 years, were divided into three groups according to ...
Giuseppe Ritella +2 more
exaly +6 more sources
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Problematic involvement in online games: A cluster analytic approach
Computers in Human Behavior, 2015Playing online games can become problematic and engender adverse consequences. Several psychological factors have been shown to influence the development and the maintenance of this problematic behavior, including impulsivity traits, motives to play (immersion, achievement, social affiliation), and self-esteem.
Joël Billieux +5 more
openaire +4 more sources
Social regulation in an online game
Proceedings of the 16th ACM international conference on Supporting group work - GROUP '10, 2010More and more interaction is becoming code-based. Indeed, in online worlds, it is all there is. If software is providing a new basis for social interaction, then changing the infrastructure of interaction may necessarily change social interaction in important ways.
Mark S. Ackerman +2 more
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Determinants of Problematic Online Gaming in Younger and Older Adults: Emotional Dysregulation, Trait Impulsivity and Risk Taking [PDF]
Problematic online gaming is a great concern among emerging adults. Although some cross-sectional studies suggest that problematic online gaming is associated with emotional difficulties, there is limited investigation into contribution of psychological ...
Julia D Johnston, Linda Dinc
exaly +2 more sources
Problematizing excessive online gaming and its psychological predictors
Computers in Human Behavior, 2014This study problematizes the common methodology in studies on excessive internet use where psychological characteristics are sought as unique predictors of negative outcomes. It suggests that some predictors may be significant only by virtue of being examined in isolation.
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A vacation from your mind: Problematic online gaming is a stress response
Computers in Human Behavior, 2014We present ethnographically-informed survey and interview data suggesting that problematic online gaming in the World of Warcraft (WoW) can be conceptualized as a response to pre-existing life stress, which for highly stressed individuals magnifies rather than relieves their suffering.
Jeffrey G. Snodgrass +5 more
openaire +1 more source
Problematic online behaviours are a concern among university students. Although previous research has identified that psychological distress, cognitive distortions, conscientiousness and neuroticism traits, motor impulsivity, and emotion regulation strategies have a significant direct effect on generalised problematic Internet use (GPIU), problematic ...
Zsolt Demetrovics +2 more
exaly +6 more sources
A Cognitive-Behavioral Model of Problematic Online Gaming in Adolescents Aged 12–22 Years
Computers in Human Behavior, 2013The aim of this study was to apply the cognitive behavioral model of problematic Internet use to the context of online game use to obtain a better understanding of problematic use of online games and its negative consequences. In total, 597 online game playing adolescents aged 12-22 years participated in this study.
Scott Caplan +2 more
exaly +2 more sources

