Exploring the associated characteristics of Internet gaming disorder from the perspective of various game genres
暂无分享,去创建一个
Shucai Huang | Xinxin Chen | Zhenjiang Liao | Shuhong Lin | Qiuping Huang | Hongxian Shen | Ying Tang | Yifan Li
[1] Xinxin Chen,et al. Prevalence of gaming disorder in East Asia: A comprehensive meta-analysis , 2022, Journal of behavioral addictions.
[2] M. Potenza,et al. Public health approaches and policy changes after the inclusion of gaming disorder in ICD-11: global needs , 2021, BJPsych International.
[3] L. Sen,et al. Potential Correlates of Internet Gaming Disorder Among Indonesian Medical Students: Cross-sectional Study , 2021, Journal of medical Internet research.
[4] Shucai Huang,et al. Prevalence of Internet Gaming Disorder and Its Association With Personality Traits and Gaming Characteristics Among Chinese Adolescent Gamers , 2020, Frontiers in Psychiatry.
[5] Daniel L. King,et al. Maladaptive player-game relationships in problematic gaming and gaming disorder: A systematic review. , 2019, Clinical psychology review.
[6] M. Griffiths,et al. The mediating effect of motivations between psychiatric distress and gaming disorder among esport gamers and recreational gamers. , 2019, Comprehensive psychiatry.
[7] M. Griffiths,et al. Internet Gaming Disorder and Its Associated Personality Traits: A Systematic Review Using PRISMA Guidelines , 2019, International Journal of Mental Health and Addiction.
[8] A. Schimmenti,et al. Problematic video game use as an emotional coping strategy: Evidence from a sample of MMORPG gamers , 2019, Journal of behavioral addictions.
[9] Melina A. Throuvala,et al. The role of family and personality traits in Internet gaming disorder: A mediation model combining cognitive and attachment perspectives , 2019, Journal of behavioral addictions.
[10] M. Rho,et al. Risk Factors for Internet Gaming Disorder: Psychological Factors and Internet Gaming Characteristics , 2017, International journal of environmental research and public health.
[11] G. Notelaers,et al. Introduction of a new instrument to measure motivation for gaming: the electronic gaming motives questionnaire , 2017, Addiction.
[12] M. Rho,et al. The influence of game genre on Internet gaming disorder , 2017, Journal of behavioral addictions.
[13] Dong Liu,et al. Motives Matter: Motives for Playing Pokémon Go and Implications for Well-Being , 2017, Cyberpsychology Behav. Soc. Netw..
[14] Niko Männikkö,et al. Problematic Gaming Behaviour in Finnish Adolescents and Young Adults: Relation to Game Genres, Gaming Motives and Self-Awareness of Problematic Use , 2017, International Journal of Mental Health and Addiction.
[15] D. Foti,et al. Contextualizing individual differences in error monitoring: Links with impulsivity, negative affect, and conscientiousness. , 2016, Psychophysiology.
[16] P. Maurage,et al. Impulsivity in Multiplayer Online Battle Arena Gamers: Preliminary Results on Experimental and Self-Report Measures , 2016, Journal of behavioral addictions.
[17] Bung-Nyun Kim,et al. Correlations among Social Anxiety, Self-Esteem, Impulsivity, and Game Genre in Patients with Problematic Online Game Playing , 2016, Psychiatry investigation.
[18] Jeroen S. Lemmens,et al. Addictive Online Games: Examining the Relationship Between Game Genres and Internet Gaming Disorder , 2016, Cyberpsychology Behav. Soc. Netw..
[19] L. Camacho,et al. Alcohol Expectancies Mediate and Moderate the Associations between Big Five Personality Traits and Adolescent Alcohol Consumption and Alcohol-Related Problems , 2015, Front. Psychol..
[20] Florian Kattner,et al. Role-Playing and Real-Time Strategy Games Associated with Greater Probability of Internet Gaming Disorder , 2015, Cyberpsychology Behav. Soc. Netw..
[21] N. Petry,et al. Prevalence of Internet gaming disorder in German adolescents: diagnostic contribution of the nine DSM-5 criteria in a state-wide representative sample. , 2015, Addiction.
[22] Diana Rieger,et al. Problematic Game Play: The Diagnostic Value of Playing Motives, Passion, and Playing Time in Men , 2015, Behavioral sciences.
[23] G. Arbanas. Diagnostic and Statistical Manual of Mental Disorders (DSM-5) , 2015 .
[24] Angeline Khoo,et al. The Role of Game Genres and the Development of Internet Gaming Disorder in School- Aged Children , 2015 .
[25] Kristen Pammer,et al. Impulsivity and Related Neuropsychological Features in Regular and Addictive First Person Shooter Gaming , 2014, Cyberpsychology Behav. Soc. Netw..
[26] Yonghui Li,et al. The relationship between recent stressful life events, personality traits, perceived family functioning and internet addiction among college students. , 2014, Stress and health : journal of the International Society for the Investigation of Stress.
[27] Jing He,et al. The Influence of Personality, Parental Behaviors, and Self-Esteem on Internet Addiction: A Study of Chinese College Students , 2014, Cyberpsychology Behav. Soc. Netw..
[28] M. Beutel,et al. Investigating Risk Factors for Internet Gaming Disorder: A Comparison of Patients with Addictive Gaming, Pathological Gamblers and Healthy Controls regarding the Big Five Personality Traits , 2013, European Addiction Research.
[29] C. Lance,et al. Personality correlates of pathological gambling derived from Big Three and Big Five personalitymodels , 2013, Psychiatry Research.
[30] Martial Van der Linden,et al. Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth , 2013, Comput. Hum. Behav..
[31] Reinout W. Wiers,et al. Online Gaming Addiction? Motives Predict Addictive Play Behavior in Massively Multiplayer Online Role-Playing Games , 2012, Cyberpsychology Behav. Soc. Netw..
[32] Thom Baguley,et al. Online gaming addiction: Classification, prediction and associated risk factors , 2012 .
[33] Luther Elliott,et al. Video Game Genre as a Predictor of Problem Use , 2012, Cyberpsychology Behav. Soc. Netw..
[34] Joël Billieux,et al. Psychological Predictors of Problematic Involvement in Massively Multiplayer Online Role-Playing Games: Illustration in a Sample of Male Cybercafé Players , 2011, Psychopathology.
[35] S. Yao,et al. Development of the Chinese Big Five Personality Inventory(CBF-PI) III:Psychometric Properties of CBF-PI Brief Version , 2011 .
[36] Kyung Joon Min,et al. The Relationships between Online Game Player Biogenetic Traits, Playing Time, and the Genre of the Game Being Played , 2010, Psychiatry investigation.
[37] Y. Shu-qiao. Development of Chinese Big Five Personality Inventory(CBF-PI):Theoretical Framework and Relability Analysis , 2010 .
[38] Y. Shu-qiao. Development of the Chinese Big Five Personality Inventory(CBF-PI) II:Validity Analysis , 2010 .
[39] Moon-Soo Lee,et al. Characteristics of Internet Use in Relation to Game Genre in Korean Adolescents , 2007, Cyberpsychology Behav. Soc. Netw..
[40] Nick Yee,et al. Motivations for Play in Online Games , 2006, Cyberpsychology Behav. Soc. Netw..
[41] J. Malouff,et al. The Five-Factor Model of Personality and Smoking: A Meta-Analysis , 2006, Journal of drug education.
[42] P. Costa,et al. Personality trait structure as a human universal. , 1997, The American psychologist.
[43] R. McCrae,et al. An introduction to the five-factor model and its applications. , 1992, Journal of personality.