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Darren Chappell

Biographic Data

ID7843901
NAMEDarren Chappell
GIVEN NAMESDarren
FAMILY NAMEChappell
SIGNATURECHAPPELL D
AFFILIATIONSNottingham Trent University
VERIFIEDNo
TOTAL WORKS5
TOTAL CITATIONS0
AUTHOR COUNT5
EDITOR COUNT0
FIRST PUBLICATION YEAR2003
LATEST PUBLICATION YEAR2006
H-INDEX0
  • EverQuest—It’s Just a Computer Game Right? An Interpretative Phenomenological Analysis of Online Gaming Addiction

    Open Access•Darren Chappell, Virginia Eatough et al.•ARTICLE•International Journal of Mental…•2006

  • Demographic Factors and Playing Variables in Online Computer Gaming

    Open Access•Mark D Griffiths, M A Griffiths et al.•ARTICLE•CyberPsychology & Behavior•2004

    Despite the growing popularity of online game playing, there has been no primary survey of its players. Therefore, an online questionnaire survey was used to examine basic demographic factors of online computer game players who played the popular online game Everquest (i.e., gender, age, marital status, nationality, education level, occupation). The survey also examined playing frequency (i.e., amount of time spent playing the game a week), playi…

  • The Structural Characteristics of Video Games: A Psycho-Structural Analysis

    Open Access•Richard T A Wood, Mark D Griffiths et al.•ARTICLE•CyberPsychology & Behavior•2004

    There is little doubt that video game playing is a psychological and social phenomenon. This paper outlines the main structural characteristics of video game playing (i.e., those characteristics that either induce gaming in the first place or are inducements to continue gaming irrespective of the individual's psychological, physiological, or socio-economic status). This online study is the first ever to assess what structural characteristics (if …

  • Breaking the Stereotype: The Case of Online Gaming

    Open Access•Mark D Griffiths, Mark N O Davies et al.•ARTICLE•CyberPsychology & Behavior•2003

    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 …

  • Online computer gaming: A comparison of adolescent and adult gamers

    Open Access•Mark D Griffiths, Mark N O Davies et al.•ARTICLE•Journal of Adolescence•2003

    Despite the growing popularity of online game playing, there have been no surveys comparing adolescent and adult players. Therefore, an online questionnaire survey was used to examine various factors of online computer game players (n = 540) who played the most popular online game Everquest. The survey examined basic demographic information, playing frequency (i.e. amount of time spent playing the game a week), playing history (i.e. how long they…

No prominent works on this page.

  • Breaking the Stereotype: The Case of Online Gaming

    Open Access•Mark D Griffiths, Mark N O Davies et al.•ARTICLE•CyberPsychology & Behavior•2003

    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 …

  • Online computer gaming: A comparison of adolescent and adult gamers

    Open Access•Mark D Griffiths, Mark N O Davies et al.•ARTICLE•Journal of Adolescence•2003

    Despite the growing popularity of online game playing, there have been no surveys comparing adolescent and adult players. Therefore, an online questionnaire survey was used to examine various factors of online computer game players (n = 540) who played the most popular online game Everquest. The survey examined basic demographic information, playing frequency (i.e. amount of time spent playing the game a week), playing history (i.e. how long they…

  • Demographic Factors and Playing Variables in Online Computer Gaming

    Open Access•Mark D Griffiths, M A Griffiths et al.•ARTICLE•CyberPsychology & Behavior•2004

    Despite the growing popularity of online game playing, there has been no primary survey of its players. Therefore, an online questionnaire survey was used to examine basic demographic factors of online computer game players who played the popular online game Everquest (i.e., gender, age, marital status, nationality, education level, occupation). The survey also examined playing frequency (i.e., amount of time spent playing the game a week), playi…

  • The Structural Characteristics of Video Games: A Psycho-Structural Analysis

    Open Access•Richard T A Wood, Mark D Griffiths et al.•ARTICLE•CyberPsychology & Behavior•2004

    There is little doubt that video game playing is a psychological and social phenomenon. This paper outlines the main structural characteristics of video game playing (i.e., those characteristics that either induce gaming in the first place or are inducements to continue gaming irrespective of the individual's psychological, physiological, or socio-economic status). This online study is the first ever to assess what structural characteristics (if …

  • EverQuest—It’s Just a Computer Game Right? An Interpretative Phenomenological Analysis of Online Gaming Addiction

    Open Access•Darren Chappell, Virginia Eatough et al.•ARTICLE•International Journal of Mental…•2006

Computer Science (5 works) · Digital Games and Media (5 works) · Impact of Technology on Adolescents (5 works) · Psychology (5 works) · Multimedia (4 works) · Social Psychology (4 works) · Child Development and Digital Technology (2 works) · Computer game (2 works) · Popularity (2 works) · Sacrifice (2 works)

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