Jeroen S Lemmens
Datos Biográficos
| ID | 1301853 |
|---|---|
| NOMBRE | Jeroen S Lemmens |
| NOMBRES | Jeroen S |
| APELLIDO | Lemmens |
| FIRMA | LEMMENS J S |
| AFILIACIONES | University of Amsterdam |
| ORCID | 0000-0001-6088-8249 |
| VERIFICADO | Sí |
| TOTAL DE OBRAS | 8 |
| TOTAL DE CITAS | 18 |
| TOTAL COMO AUTOR | 8 |
| TOTAL COMO EDITOR | 0 |
| PRIMER AÑO DE PUBLICACIÓN | 2009 |
| AÑO MÁS RECIENTE DE PUBLICACIÓN | 2023 |
| ÍNDICE H | 2 |
Let the beat flow
Virtual Reality Games offer highly immersive experiences that allow users to effectively dissociate themselves from reality. VR gaming leads to a strong sense of presence and can facilitate the experience of flow among its players. The current study examines how the balance between a player's skill and the difficulty of a VR rhythm game can influence the sense of flow. An experiment was conducted among 201 university students who played the rhyth…
Including gaming disorder in the ICD-11: The need to do so from a clinical and public health perspective
The proposed introduction of gaming disorder (GD) in the 11th revision of the International Classification of Diseases (ICD-11) developed by the World Health Organization (WHO) has led to a lively debate over the past year. Besides the broad support for the decision in the academic press, a recent publication by van Rooij et al. (2018) repeated the criticism raised against the inclusion of GD in ICD-11 by Aarseth et al. (2017). We argue that this…
The Relationship Between Media Multitasking and Attention Problems in Adolescents
The increased prevalence of media multitasking among adolescents has raised concerns that media multitasking may cause attention problems. Despite cross‐sectional evidence of the relationship between media multitasking and attention problems, no study has yet investigated this relationship longitudinally. It is therefore unclear how these two variables are related. Two 3‐wave longitudinal studies with 3‐ and 6‐month time lags were conducted. In t…
The Social Media Disorder Scale
There is growing evidence that social media addiction is an evolving problem, particularly among adolescents. However, the absence of an instrument measuring social media addiction hinders further development of the research field. The present study, therefore, aimed to test the reliability and validity of a short and easy to administer Social Media Disorder (SMD) Scale that contains a clear diagnostic cut-off point to distinguish between disorde…
An international consensus for assessing internet gaming disorder using the new DSM ‐5 approach
AIMS: For the first time, the Diagnostic and Statistical Manual for Mental Disorders (DSM-5) introduces non-substance addictions as psychiatric diagnoses. The aims of this paper are to (i) present the main controversies surrounding the decision to include internet gaming disorder, but not internet addiction more globally, as a non-substance addiction in the research appendix of the DSM-5, and (ii) discuss the meaning behind the DSM-5 criteria for…
The Effects of Pathological Gaming on Aggressive Behavior
Studies have shown that pathological involvement with computer or video games is related to excessive gaming binges and aggressive behavior. Our aims for this study were to longitudinally examine if pathological gaming leads to increasingly excessive gaming habits, and how pathological gaming may cause an increase in physical aggression. For this purpose, we conducted a two-wave panel study among 851 Dutch adolescents (49% female) of which 540 pl…
Psychosocial causes and consequences of pathological gaming
Development and Validation of a Game Addiction Scale for Adolescents
The aim of this study was to develop and validate a scale to measure computer and videogame addiction. Inspired by earlier theories and research on game addiction, we created 21 items to measure seven underlying criteria (i.e., salience, tolerance, mood modification, relapse, withdrawal, conflict, and problems). The dimensional structure of the scale was investigated in two independent samples of adolescent gamers (N D 352 and N D 369). In both s…
The Relationship Between Media Multitasking and Attention Problems in Adolescents
The increased prevalence of media multitasking among adolescents has raised concerns that media multitasking may cause attention problems. Despite cross‐sectional evidence of the relationship between media multitasking and attention problems, no study has yet investigated this relationship longitudinally. It is therefore unclear how these two variables are related. Two 3‐wave longitudinal studies with 3‐ and 6‐month time lags were conducted. In t…
The Effects of Pathological Gaming on Aggressive Behavior
Studies have shown that pathological involvement with computer or video games is related to excessive gaming binges and aggressive behavior. Our aims for this study were to longitudinally examine if pathological gaming leads to increasingly excessive gaming habits, and how pathological gaming may cause an increase in physical aggression. For this purpose, we conducted a two-wave panel study among 851 Dutch adolescents (49% female) of which 540 pl…
Development and Validation of a Game Addiction Scale for Adolescents
The aim of this study was to develop and validate a scale to measure computer and videogame addiction. Inspired by earlier theories and research on game addiction, we created 21 items to measure seven underlying criteria (i.e., salience, tolerance, mood modification, relapse, withdrawal, conflict, and problems). The dimensional structure of the scale was investigated in two independent samples of adolescent gamers (N D 352 and N D 369). In both s…
Psychosocial causes and consequences of pathological gaming
The Effects of Pathological Gaming on Aggressive Behavior
Studies have shown that pathological involvement with computer or video games is related to excessive gaming binges and aggressive behavior. Our aims for this study were to longitudinally examine if pathological gaming leads to increasingly excessive gaming habits, and how pathological gaming may cause an increase in physical aggression. For this purpose, we conducted a two-wave panel study among 851 Dutch adolescents (49% female) of which 540 pl…
An international consensus for assessing internet gaming disorder using the new DSM ‐5 approach
AIMS: For the first time, the Diagnostic and Statistical Manual for Mental Disorders (DSM-5) introduces non-substance addictions as psychiatric diagnoses. The aims of this paper are to (i) present the main controversies surrounding the decision to include internet gaming disorder, but not internet addiction more globally, as a non-substance addiction in the research appendix of the DSM-5, and (ii) discuss the meaning behind the DSM-5 criteria for…
The Social Media Disorder Scale
There is growing evidence that social media addiction is an evolving problem, particularly among adolescents. However, the absence of an instrument measuring social media addiction hinders further development of the research field. The present study, therefore, aimed to test the reliability and validity of a short and easy to administer Social Media Disorder (SMD) Scale that contains a clear diagnostic cut-off point to distinguish between disorde…
The Relationship Between Media Multitasking and Attention Problems in Adolescents
The increased prevalence of media multitasking among adolescents has raised concerns that media multitasking may cause attention problems. Despite cross‐sectional evidence of the relationship between media multitasking and attention problems, no study has yet investigated this relationship longitudinally. It is therefore unclear how these two variables are related. Two 3‐wave longitudinal studies with 3‐ and 6‐month time lags were conducted. In t…
Including gaming disorder in the ICD-11: The need to do so from a clinical and public health perspective
The proposed introduction of gaming disorder (GD) in the 11th revision of the International Classification of Diseases (ICD-11) developed by the World Health Organization (WHO) has led to a lively debate over the past year. Besides the broad support for the decision in the academic press, a recent publication by van Rooij et al. (2018) repeated the criticism raised against the inclusion of GD in ICD-11 by Aarseth et al. (2017). We argue that this…
Let the beat flow
Virtual Reality Games offer highly immersive experiences that allow users to effectively dissociate themselves from reality. VR gaming leads to a strong sense of presence and can facilitate the experience of flow among its players. The current study examines how the balance between a player's skill and the difficulty of a VR rhythm game can influence the sense of flow. An experiment was conducted among 201 university students who played the rhyth…
Psychology (8 obras) · Impact of Technology on Adolescents (7 obras) · Social Psychology (7 obras) · Medicine (5 obras) · Child Development and Digital Technology (4 obras) · Clinical Psychology (4 obras) · Developmental psychology (4 obras) · Cognitive psychology (3 obras) · Computer Science (3 obras) · Pathological (3 obras)