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The role of videogame genre and platform in gaming disorder tendencies

A large-scale world-wide study of gamers' preferences

Bibliographic Data

ID21881996
AuthorsDavide Marengo (0000-0002-7107-0810, University of Turin), Bruno Schivinski (0000-0002-4095-1922, Gdańsk University of Technology), Halley M Pontes (0000-0001-8020-7623, University of London), HM Pontes (Birkbeck, University of London), C Montag (0000-0001-8112-0837, University of Macau)
Year2026
Volume15
Issue2
Pages735-745
Publication date2026-05-18
Open AccessYes
TypeARTICLE
VenueJournal of Behavioral Addictions (JOURNAL)
Journal identifiersISSN: 2062-5871 • E-ISSN: 2063-5303
PublisherAkademiai Kiado Zrt. (PUBLISHER • HU)
DOI10.1556/2006.2026.00022
PMID42149674
OpenAlexW7161542264
LanguageEN
References cited37

Avatar · Bivariate analysis · Casual · Laptop · Multivariate analysis · The Internet · Video game · Bullying, Victimization, and Aggression · Digital Games and Media · Impact of Technology on Adolescents

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    Open Access•Halley M Pontes, Bruno Schivinski et al.•International Journal of Mental…•2019

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    Open Access•Dmitri Rozgonjuk, Bruno Schivinski et al.•International Journal of Mental…•2021

  • The Physical, Emotional, and Identity User-Avatar Association with Disordered Gaming

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    Isabela Granic, Adam Lobel et al.•American Psychologist•2013

  • The interplay between time spent gaming and disordered gaming

    Open Access•Halley M Pontes, Bruno Schivinski et al.•Social Science & Medicine•2022

  • Why Video Game Genres Fail

    Open Access•Rachel Ivy Clarke, J H Lee et al.•Games and Culture•2017

Highly citedNo

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