Incorporating objective behavioral data in gaming disorder research
Associations between time spent gaming and gaming disorder symptoms
Bibliographic Data
| ID | 21562276 |
|---|---|
| Authors | Jackson T Jin (0000-0002-4555-9137, Kent State University), Ahmad A Kittaneh (0000-0002-6725-5249, Kent State University), Natasha K Sidhu (0000-0002-8254-7063, Kent State University), William V Lechner (0000-0001-5999-5549, Kent State University, corresponding author) |
| Year | 2022 |
| Volume | 136 |
| Pages | 107378 |
| Publication date | 2022-11-01 |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Computers in Human Behavior (JOURNAL) |
| Journal identifiers | ISSN: 0747-5632 • E-ISSN: 1873-7692 |
| Publisher | Elsevier BV (PUBLISHER) |
| DOI | 10.1016/j.chb.2022.107378 |
| OpenAlex | W4283768606 |
| Language | EN |
| Citations received | 4 |
| References cited | 32 |
Confounding · Mental health · Modalities · Moderation · Psychiatry · Child Development and Digital Technology · Clinical Psychology · Digital Mental Health Interventions · Impact of Technology on Adolescents · Medicine · Psychology · Social Psychology
Time Spent Gaming, Depressive Symptoms, and Behavioral Activation
The relationship of game genres, in-game purchases, and playing duration with probable gaming disorder in two independent, large-scale online surveys of Japanese adults
From healthy play to gaming disorder
Trajectory of internet gaming disorder among Chinese adolescents
Depressive symptoms and depression in individuals with internet gaming disorder
Are Attention Check Questions a Threat to Scale Validity?
A weak scientific basis for gaming disorder
Video game play is positively correlated with well-being
Screening and assessment tools for gaming disorder
An Ultra-Brief Screening Scale for Anxiety and Depression
Video Game Addiction
Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal
Playing Video Games During the Covid-19 Pandemic and Effects on Players’ Well-Being
A systematic review and meta-analysis of discrepancies between logged and self-reported digital media use
The Future of Gaming Disorder Research and Player Protection
Measurement and Conceptualization of Gaming Disorder According to the World Health Organization Framework
The World Health Organization's WHOQOL-BREF quality of life assessment
Measuring mobile phone use
How psychosocial well-being and usage amount predict inaccuracies in retrospective estimates of digital technology use
The Accuracy of Self-Reported Internet Use—A Validation Study Using Client Log Data
Good News! Communication Findings May be Underestimated
Why We Distort in Self-Report
Two Half-Truths Make a Whole? On Bias in Self-Reports and Tracking Data
| Citations per year | 2 |
|---|---|
| Citation span | 2024 - 2025 (2) |
| Highly cited | No |