Anthony M Bean
Biographic Data
| ID | 6893832 |
|---|---|
| NAME | Anthony M Bean |
| GIVEN NAMES | Anthony M |
| FAMILY NAME | Bean |
| SIGNATURE | BEAN A M |
| AFFILIATIONS | Framingham State University |
| ORCID | 0000-0002-9577-3051 |
| VERIFIED | Yes |
| TOTAL WORKS | 4 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 4 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2014 |
| LATEST PUBLICATION YEAR | 2020 |
| H-INDEX | 0 |
Policy on unreliable game addiction diagnoses puts the cart before the horse
Internationally, several policies have been designed to prevent pathological or “problematic” gaming issues in youth, commonly referred to simply as “game addiction.” Particularly following the release of the World Health Organization’s “gaming disorder” diagnosis, policymakers may be inclined to enact further policies on this matter. With new data reflecting lack of success for South Korea’s shutdown policy, the efficacy of current policy effort…
A weak scientific basis for gaming disorder
We greatly appreciate the care and thought that is evident in the 10 commentaries that discuss our debate paper, the majority of which argued in favor of a formalized ICD-11 gaming disorder. We agree that there are some people whose play of video games is related to life problems. We believe that understanding this population and the nature and severity of the problems they experience should be a focus area for future research. However, moving fr…
Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal
Concerns about problematic gaming behaviors deserve our full attention. However, we claim that it is far from clear that these problems can or should be attributed to a new disorder. The empirical basis for a Gaming Disorder proposal, such as in the new ICD-11, suffers from fundamental issues. Our main concerns are the low quality of the research base, the fact that the current operationalization leans too heavily on substance use and gambling cr…
Video gamers and personality
The authors explored personality dimensions of World of Warcraft (WoW) players and examined the differences between the 44-item personality measure Big Five Inventory (BFI) and WoW players. The BFI measures personality traits based on the five broad domains of openness, conscientiousness, extraversi
No prominent works on this page.
Video gamers and personality
The authors explored personality dimensions of World of Warcraft (WoW) players and examined the differences between the 44-item personality measure Big Five Inventory (BFI) and WoW players. The BFI measures personality traits based on the five broad domains of openness, conscientiousness, extraversi
Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal
Concerns about problematic gaming behaviors deserve our full attention. However, we claim that it is far from clear that these problems can or should be attributed to a new disorder. The empirical basis for a Gaming Disorder proposal, such as in the new ICD-11, suffers from fundamental issues. Our main concerns are the low quality of the research base, the fact that the current operationalization leans too heavily on substance use and gambling cr…
A weak scientific basis for gaming disorder
We greatly appreciate the care and thought that is evident in the 10 commentaries that discuss our debate paper, the majority of which argued in favor of a formalized ICD-11 gaming disorder. We agree that there are some people whose play of video games is related to life problems. We believe that understanding this population and the nature and severity of the problems they experience should be a focus area for future research. However, moving fr…
Policy on unreliable game addiction diagnoses puts the cart before the horse
Internationally, several policies have been designed to prevent pathological or “problematic” gaming issues in youth, commonly referred to simply as “game addiction.” Particularly following the release of the World Health Organization’s “gaming disorder” diagnosis, policymakers may be inclined to enact further policies on this matter. With new data reflecting lack of success for South Korea’s shutdown policy, the efficacy of current policy effort…
Impact of Technology on Adolescents (4 works) · Psychology (4 works) · Medicine (3 works) · Psychiatry (3 works) · Social Psychology (3 works) · Addiction (2 works) · Computer Science (2 works) · Digital Games and Media (2 works) · Anxiety (1 works) · Archaeology (1 works)