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Jeroen S Lemmens

Dados Biográficos

ID1301853
NOMEJeroen S Lemmens
PRENOMESJeroen S
SOBRENOMELemmens
ASSINATURALEMMENS J S
AFILIAÇÕESUniversity of Amsterdam
ORCID0000-0001-6088-8249
VERIFICADOSim
TOTAL DE OBRAS8
TOTAL DE CITAÇÕES18
TOTAL COMO AUTOR8
TOTAL COMO EDITOR0
PRIMEIRO ANO DE PUBLICAÇÃO2009
ANO MAIS RECENTE DE PUBLICAÇÃO2023
ÍNDICE H2
  • Let the beat flow

    Open Access•Jeroen S Lemmens, Constantin Freiherr von Münchhausen•ARTICLE•Acta Psychologica•2023

    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

    Open Access•Hans‐jürgen Rumpf, Sophia Achab et al.•ARTICLE•Journal of Behavioral Addictions•2018

    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

    Open Access•Susanne E Baumgartner, Winneke A Van Der Schuur et al.•ARTICLE•Human Communication Research•2017•Citada por: 11•Referências: 49

    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

    Open Access•Regina J J M Van Den Eijnden, Jeroen S Lemmens et al.•ARTICLE•Computers in Human Behavior•2016

    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

    Open Access•Nancy M Petry, Florian Rehbein et al.•ARTICLE•Addiction•2014

    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

    Open Access•Jeroen S Lemmens, Patti M Valkenburg et al.•ARTICLE•Journal of Youth and Adolescence•2011•Citada por: 7•Referências: 38

    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

    Open Access•Jeroen S Lemmens, Patti M Valkenburg et al.•ARTICLE•Computers in Human Behavior•2010

  • Development and Validation of a Game Addiction Scale for Adolescents

    Jeroen S Lemmens, Patti M Valkenburg et al.•ARTICLE•Media Psychology•2009

    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

    Open Access•Susanne E Baumgartner, Winneke A Van Der Schuur et al.•ARTICLE•Human Communication Research•2017•Citada por: 11•Referências: 49

    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

    Open Access•Jeroen S Lemmens, Patti M Valkenburg et al.•ARTICLE•Journal of Youth and Adolescence•2011•Citada por: 7•Referências: 38

    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

    Jeroen S Lemmens, Patti M Valkenburg et al.•ARTICLE•Media Psychology•2009

    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

    Open Access•Jeroen S Lemmens, Patti M Valkenburg et al.•ARTICLE•Computers in Human Behavior•2010

  • The Effects of Pathological Gaming on Aggressive Behavior

    Open Access•Jeroen S Lemmens, Patti M Valkenburg et al.•ARTICLE•Journal of Youth and Adolescence•2011•Citada por: 7•Referências: 38

    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

    Open Access•Nancy M Petry, Florian Rehbein et al.•ARTICLE•Addiction•2014

    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

    Open Access•Regina J J M Van Den Eijnden, Jeroen S Lemmens et al.•ARTICLE•Computers in Human Behavior•2016

    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

    Open Access•Susanne E Baumgartner, Winneke A Van Der Schuur et al.•ARTICLE•Human Communication Research•2017•Citada por: 11•Referências: 49

    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

    Open Access•Hans‐jürgen Rumpf, Sophia Achab et al.•ARTICLE•Journal of Behavioral Addictions•2018

    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

    Open Access•Jeroen S Lemmens, Constantin Freiherr von Münchhausen•ARTICLE•Acta Psychologica•2023

    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)

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