Literature DB >> 12650566

Breaking the stereotype: the case of online gaming.

Mark D Griffiths1, Mark N O Davies, Darren Chappell.   

Abstract

Despite the rise of computer games as a leisure phenomenon, there has been relatively little research into this area. Furthermore, almost all of the research to date has concentrated on arcade or console games. More recently, the Internet has become a new medium in which players can play videogames. Since there is no published research in this area, some "benchmark" data on which future research can build was collected from two online gaming fan sites. Sociodemographics showed that the majority of players were male (approximately 85%). Over 60% of players were older than 19 years. The data provide clear evidence that the game clientele is very much an adult profile and suggest a different picture to the stereotypical image of an adolescent online gamer. The stereotype of the typical online player being a socially withdrawn young male with limited sex role identity appears to be misplaced.

Mesh:

Year:  2003        PMID: 12650566     DOI: 10.1089/109493103321167992

Source DB:  PubMed          Journal:  Cyberpsychol Behav        ISSN: 1094-9313


  17 in total

1.  Problematic internet use and problematic online gaming are not the same: findings from a large nationally representative adolescent sample.

Authors:  Orsolya Király; Mark D Griffiths; Róbert Urbán; Judit Farkas; Gyöngyi Kökönyei; Zsuzsanna Elekes; Domokos Tamás; Zsolt Demetrovics
Journal:  Cyberpsychol Behav Soc Netw       Date:  2014-12

2.  Defending the doomed: implicit strategies concerning protection of first-person shooter games.

Authors:  Julia Kneer; Daniel Munko; Sabine Glock; Gary Bente
Journal:  Cyberpsychol Behav Soc Netw       Date:  2012-04-19

3.  Medical student attitudes toward video games and related new media technologies in medical education.

Authors:  Frederick W Kron; Craig L Gjerde; Ananda Sen; Michael D Fetters
Journal:  BMC Med Educ       Date:  2010-06-24       Impact factor: 2.463

Review 4.  The Effects of Video Games on Cognition and Brain Structure: Potential Implications for Neuropsychiatric Disorders.

Authors:  Tahireh A Shams; George Foussias; John A Zawadzki; Victoria S Marshe; Ishraq Siddiqui; Daniel J Müller; Albert H C Wong
Journal:  Curr Psychiatry Rep       Date:  2015-09       Impact factor: 5.285

5.  Aging, the Central Nervous System, and Mobility in Older Adults: Interventions.

Authors:  Vijay R Varma; Jeffrey M Hausdorff; Stephanie A Studenski; Caterina Rosano; Richard Camicioli; Neil B Alexander; Wen G Chen; Lewis A Lipsitz; Michelle C Carlson
Journal:  J Gerontol A Biol Sci Med Sci       Date:  2016-05-06       Impact factor: 6.053

6.  The mediating effect of gaming motivation between psychiatric symptoms and problematic online gaming: an online survey.

Authors:  Orsolya Király; Róbert Urbán; Mark D Griffiths; Csilla Ágoston; Katalin Nagygyörgy; Gyöngyi Kökönyei; Zsolt Demetrovics
Journal:  J Med Internet Res       Date:  2015-04-07       Impact factor: 5.428

7.  Chaos and confusion in DSM-5 diagnosis of Internet Gaming Disorder: Issues, concerns, and recommendations for clarity in the field.

Authors:  Daria J Kuss; Mark D Griffiths; Halley M Pontes
Journal:  J Behav Addict       Date:  2016-09-07       Impact factor: 6.756

8.  Pathological game use in adults with and without Autism Spectrum Disorder.

Authors:  Christopher R Engelhardt; Micah O Mazurek; Joseph Hilgard
Journal:  PeerJ       Date:  2017-06-26       Impact factor: 2.984

9.  Validation of the Internet Gaming Disorder Scale - Short-Form (IGDS9-SF) in an Italian-speaking sample.

Authors:  Lucia Monacis; Valeria de Palo; Mark D Griffiths; Maria Sinatra
Journal:  J Behav Addict       Date:  2016-11-23       Impact factor: 6.756

10.  How women organize social networks different from men.

Authors:  Michael Szell; Stefan Thurner
Journal:  Sci Rep       Date:  2013-02-07       Impact factor: 4.379

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