Daniel L King
Biographic Data
| ID | 320947 |
|---|---|
| NAME | Daniel L King |
| GIVEN NAMES | Daniel L |
| FAMILY NAME | King |
| SIGNATURE | KING D L |
| AFFILIATIONS | Flinders University |
| ORCID | 0000-0002-1762-2581 |
| VERIFIED | Yes |
| TOTAL WORKS | 115 |
| TOTAL CITATIONS | 9 |
| AUTHOR COUNT | 115 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 1993 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 2 |
Should gaming disorder include non-digital gaming activities, e.g., collectible card games, tabletop games
This commentary critically considers the case for including non-digital gaming within the scope of gaming disorder. The ICD-11 category for gaming disorder refers to gaming (i.e., ‘digital gaming’ or ‘video-gaming’) which may be predominantly ‘online’ (i.e., over the internet) versus ‘offline’. Non-digital forms of gaming (i.e., gaming that does not involve any electronic devices and is not conducted over the internet) are not explicitly recogniz…
Longing for the game: Identifying as a “gamer” and addiction-related nostalgia undermine recovery from gaming disorder
Behavioral addictions in Africa: Emerging trends, challenges, and policy implications
Behavioral addictions, including problematic internet use, gaming, and gambling, are emerging as significant public health concerns in Africa, driven by rapid digitalization and socioeconomic shifts. This commentary provides a critical overview of the current state of behavioral addictions in Africa, examining prevalence, cultural influences, and systemic barriers to research and intervention. Despite growing evidence of harm, particularly among …
The acculturation experiences of Chinese international tertiary students in Australia: A qualitative study
International tertiary students face many challenges and stressors when studying abroad. Past research reports that Asian international students experience acculturative stress due to language barriers, lack of social connections with locals, and discrimination, which may contribute to poor mental health. The aim of this study was to gather firsthand personal experiences of Chinese international tertiary students studying abroad in Australia. Usi…
From AI Psychosis to Brain Rot: How pseudo-diagnoses endanger genuine psychological and medical discovery in challenging times
Reporting quality standards in gaming disorder treatment evidence: A systematic review
Clinical Consensus Statements on Intervention Content for Gambling Treatment: A Contextualised Delphi Study with Clinical Researchers
Toward resolving normality-disorder boundary issues in gaming disorder research
A longstanding challenge in the behavioral addictions field has been determining the point at which gaming involvement becomes clinically significant problematic use. Gaming disorder (GD) and hazardous gaming as recent ICD-11 diagnoses have attracted polarized perspectives due in part to the global popularity of recreational gaming and gaming culture. The broad continuum of gaming can often be perceived differently by different parties, including…
Stigma in substance-based and behavioural addictions: A systematic review
Research priorities in gambling: Findings of a large-scale expert study
Autism in relation to gaming disorder and internet addiction: A systematic review
Psychological consequences of school mobile phone bans: Emulated trial of a natural experiment in South Australia
Evidence on the psychological effects of mobile phone bans policies in schools remains limited. This study estimated the effect of a mobile phone ban policy on adolescents’ 1) psychological distress and 2) mood. We conducted a secondary analysis of a natural experiment using an emulated trial framework to examine the effects of a mobile phone ban implemented in Australian schools in 2023 (n = 1062). The exposure was a school-wide mobile phone ban…
Student perspectives on banning mobile phones in South Australian secondary schools: A large-scale qualitative analysis
There has been a global trend to ban mobile phones in schools, with the aim of reducing distraction, improving focus on learning, and increasing prosocial behaviour. Survey evidence suggests tentatively that bans may increase academic performance and reduce bullying. However, an understudied but important aspect of understanding the impact of phone bans is students' personal views on, and experiences of, these policies. To address this gap, this …
Problem gaming and adolescents’ health and well-being: Evidence from a large nationally representative sample in Italy
Playing video games is a common leisure activity for adolescents, but a minority can develop maladaptive gaming patterns and experience impairments in various health domains. Most research has been conducted within the dichotomy of “non-problematic gaming” and “problematic gaming” with convenience and unrepresentative samples, necessitating further investigation to provide more robust and generalizable evidence. In this study, we examined the imp…
Understanding Gaming Disorder: A Network Analysis of Impaired Control, Impulsivity, Mood, Coping, and Game Flow
This study investigates the relationships between gaming disorder (GD) and associated variables using network analysis. GD, as described in the ICD-11, has essential features that include impaired control, increasing prioritisation of gaming, and continued engagement despite negative consequences. The present study integrates variables from theoretical frameworks including the Compensatory-Dissociative Online Gaming (C-DOG) model and the Interact…
Social Media Use and Mental Health of Adolescents: A Prospective Study of the South Australian School Mobile Phone Ban
The Psychosocial and Marketing Factors That Motivate and Sustain Youth Sports Betting in Australia: A Qualitative Study
The advent of online sports betting and its accompanying features have fundamentally altered the nature of sports betting and potentially amplified its negative consequences. Identifying the interplay of factors that contribute to young people’s initial interest in and sustained engagement in sports betting is essential for developing effective policies to protect them from potential harm. The current qualitative study employed thematic analysis …
Cross-sectional study investigating the mental health and wellbeing of university students in Australia
From active escapism to virtual withdrawal: Validation of the Compensatory-Dissociative Online Gaming scales (C-DOGs)
“Phones off while school's on”: Evaluating problematic phone use and the social, wellbeing, and academic effects of banning phones in schools
Development of the Saini-Hodgins Addiction Risk Potential of Games (SHARP-G) Scale: An International Delphi study
The longitudinal associations between internet addiction and ADHD symptoms among adolescents
User-avatar bond as diagnostic indicator for gaming disorder: A word on the side of caution
In their study, Stavropoulos et al. (2023) capitalized on supervised machine learning and a longitudinal design and reported that the User-Avatar Bond could be accurately employed to detect Gaming Disorder (GD) risk in a community sample of gamers. The authors suggested that the User-Avatar Bond is a “digital phenotype” that could be used as a diagnostic indicator for GD risk. In this commentary, our objectives are twofold: (1) to underscore the …
The Gaming Disorder Identification Test (Gadit) – A screening tool for Gaming Disorder based on ICD-11
Red box, green box: A self-report behavioral frequency measurement approach for behavioral addictions research
Behavior frequency measures in behavioral addictions research fail to account for how engagement in the activity relates to each respondent's personal circumstances. We propose a “Red Box, Green Box” method, an alternative to conventional self-report behavior questions. Participants report two distinct time-based values: (1) Green box : time spent engaged in the activity during ‘free’ time, and (2) Red box: engagement in the activity at times whe…
Efficient Fair Division: Help the Worst off or Avoid Envy
Two or more players rank a set of indivisible items from best to worst. An efficient allocation of items is characterized, which may satisfy such properties as maximin, Borda maximin, and envy-avoidance. Whereas the two maximin properties are in conflict with envy-avoidance, there is always an efficient allocation that does not ensure envy, but it may not be maximin or Borda maximin. Computer calculations show that maximin allocations lead to env…
Masculinity Priming: Testing the Causal Effect of Activating Subjective Masculinity Experiences on Self-Esteem
Most research on the link between masculinity-related constructs and psychology well-being has been conducted using correlational rather than experimental research designs. To address this limitation, this study tested the effects of activating men’s subjective masculinity experiences on state self-esteem by randomly assigning 183 men into either a masculinity priming condition or a control priming condition. Consistent with the social identity p…
Sex role egalitarianism as a moderator of gender congruence bias in evaluation
Sex role egalitarianism as a moderator of gender congruence bias in evaluation
Efficient Fair Division: Help the Worst off or Avoid Envy
Two or more players rank a set of indivisible items from best to worst. An efficient allocation of items is characterized, which may satisfy such properties as maximin, Borda maximin, and envy-avoidance. Whereas the two maximin properties are in conflict with envy-avoidance, there is always an efficient allocation that does not ensure envy, but it may not be maximin or Borda maximin. Computer calculations show that maximin allocations lead to env…
“Children Out of Place”: Representations of foster care in the Australian news media
The provision of foster care in Australia has a long and contested history. These histories, along with current media representations of foster care, shape the ways in which the general public understand foster care. Importantly, and where such representations are primarily negative, it is likely that foster care will not be considered a viable option for many people seeking to engage in community work or to care for children. This paper provides…
Knowledge and Beliefs About Gambling in Australian Secondary School Students and their Implications for Education Strategies
Is Video-Game Playing a Risk Factor for Pathological Gambling in Australian Adolescents
Preliminary Validation of a New Clinical Tool for Identifying Problem Video Game Playing
The Psychological Study of Video Game Players: Methodological Challenges and Practical Advice
Video Game Structural Characteristics: A New Psychological Taxonomy
The Convergence of Gambling and Digital Media: Implications for Gambling in Young People
The Role of Structural Characteristics in Problematic Video Game Play: An Empirical Study
Video Game Addiction: Past, Present and Future
Gaming addiction has become a topic of increasing research interest. The last decade has witnessed a significant increase in the number of empirical studies examining various aspects of problematic video game play and video game addiction. This paper begins with a brief past history of how research into video game addiction has changed over the last three decades (i.e., the 1980s, 1990s and 2000s). It then examines more thoroughly the contemporar…
‘Taking It Like a Man’: Gender, Identity and the Body in Achilles Tatius’ Leucippe and Clitophon
Assessing Problematic Video Gaming Using the Theory of Planned Behavior: A Longitudinal Study of Dutch Young People
Toward a consensus definition of pathological video-gaming: A systematic review of psychometric assessment tools
How Gaming May Become a Problem: A Qualitative Analysis of the Role of Gaming Related Experiences and Cognitions in the Development of Problematic Game Behavior
Sleep Interference Effects of Pathological Electronic Media Use during Adolescence
Practice Makes Poorer: Practice Gambling Modes and Their Effects on Real-Play in Simulated Roulette
The cognitive psychology of Internet gaming disorder
Internet gaming disorder (IGD) has received nomenclatural recognition as a potential mental health disorder, despite evident variability in its core psychopathology and psychometric assessment. Although cognitive-behavioural therapy (CBT) is considered an efficacious treatment for IGD, the underlying cognitions of the disorder are not well understood. This review aimed to synthesise research evidence on Internet gaming cognition toward identifica…
An Exploratory Study of Interrelationships Between Social Casino Gaming, Gambling, and Problem Gambling
Paideia
This article investigates current thinking on paideia in the Roman imperial period. Paideia translates not only as “education,” but also a general affiliation with Greek culture; to be a pepaideumenos , one had to be able to display one's immersion in the Greek cultural, literary, and philosophical canon. Traditionally, scholars have seen the importance attributed to education or culture during the imperial period as a salve for alleviating the c…
Masculinity Priming: Testing the Causal Effect of Activating Subjective Masculinity Experiences on Self-Esteem
Most research on the link between masculinity-related constructs and psychology well-being has been conducted using correlational rather than experimental research designs. To address this limitation, this study tested the effects of activating men’s subjective masculinity experiences on state self-esteem by randomly assigning 183 men into either a masculinity priming condition or a control priming condition. Consistent with the social identity p…
The Cognitive Psychopathology of Internet Gaming Disorder in Adolescence
Working towards an international consensus on criteria for assessing internet gaming disorder: A critical commentary on Petry et al . (2014)
Working towards an international consensus on criteria for assessing internet gaming disorder: a critical commentary on Our collective opinions vary considerably regarding many different aspects of online gaming. However, we contend that the paper by Petry and colleagues does not provide a true and representative international community of researchers in this area. This paper critically discusses and provides commentary on (i) the representativen…
Features of Parent-Child Relationships in Adolescents with Internet Gaming Disorder
Hellenism? An Introduction
This chapter introduces the themes of the volume and the individual contributions. It argues that the cultural history of the Hellenistic East transcends the political time frame often associated with the period in Anglophone publications. Therefore, the framework of this study is extended to include the fourth century BCE as well as the first three centuries CE in order to closely investigate the processes of cultural interaction often associate…
Psychology (89 works) · Impact of Technology on Adolescents (57 works) · Social Psychology (56 works) · Gambling Behavior and Treatments (48 works) · Medicine (46 works) · Psychiatry (40 works) · Clinical Psychology (37 works) · Computer Science (32 works) · Public health (28 works) · Health psychology (25 works)