A comprehensive model to understand and assess the motivational background of video game use
The Gaming Motivation Inventory (GMI)
Datos Bibliográficos
| ID | 21882299 |
|---|---|
| Autores | Orsolya Király (0000-0001-9981-4212, Eötvös Loránd University, autor de correspondencia), Joël Billieux (0000-0002-7388-6194, Addiction Switzerland, autor de correspondencia), Daniel L King (0000-0002-1762-2581, Flinders University, autor de correspondencia), Róbert Urbán (0000-0002-2058-5937, Eötvös Loránd University, autor de correspondencia), Patrik Koncz (0000-0001-8369-624X, Eötvös Loránd University, autor de correspondencia), Eszter Polgár (Eötvös Loránd University, autor de correspondencia), Zsolt Demetrovics (0000-0001-5604-7551, Eötvös Loránd University, autor de correspondencia) |
| Año | 2022 |
| Volumen | 11 |
| Número | 3 |
| Páginas | 796-819 |
| Fecha de publicación | 2022-09-26 |
| Peer Reviewed | Sí |
| Open Access | Sí |
| Tipo | ARTICLE |
| Revista | Journal of Behavioral Addictions (JOURNAL) |
| Identificadores de la revista | ISSN: 2062-5871 • E-ISSN: 2063-5303 |
| Editorial | Akademiai Kiado Zrt. (PUBLISHER • HU) |
| DOI | 10.1556/2006.2022.00048 |
| PMID | 35939353 |
| OpenAlex | W4290601231 |
| Idioma | EN |
| Citas recibidas | 25 |
| Referencias citadas | 71 |
Boredom · Construct validity · Escapism · Experience sampling method · Mood · Multimedia · Popularity · Psychometrics · Video game · Applied Psychology · Clinical Psychology · Flow Experience in Various Fields · Impact of Technology on Adolescents · Motivation and Self-Concept in Sports · Psychology · Social Psychology
From active escapism to virtual withdrawal
How much gaming is too much? An analysis based on psychological distress
From healthy play to gaming disorder
Heterogeneity of gaming disorder
A case-control study for psychiatric comorbidity and associative factors of gaming disorder and hazardous gaming based on ICD-11 criteria
The Digital Media-use Effects (d-MUsE) Model
It’s not just about how long you play. Indirect gaming involvement and genre preferences in predicting gaming disorder risk
High immersion/escapism motivation makes gaming disorder risk less dependent of playtime among highly engaged male gamers
Evolution of specialist treatment of gaming disorder and internet addiction in Japan
A New Scale for Assessing Benzodiazepine Use Motives Among Community and Clinical Samples
Validation of the 12-item Gamification User Types Hexad Scale in 1,610 Hong Kong Young Gamers
The Indirect Associations of Gaming Motivations Between Psychological Distress and Problematic Gaming
Pilot data findings from the Gothenburg treatment for gaming disorder
The anatomy of rage
Young and adult patients with gaming disorder
Motivations for the use of games in coping and emotional regulation
Situating problematic gaming and psychotic-like experiences in the adolescent landscape of affordances
Glitches in diagnostic boundaries
From healthy to problematic gaming use
Rethinking escapism and escape
The Motivation to Play Scale (Mops) - introducing a validated measure of gaming motivation
Problematic gaming, social withdrawal, and Escapism
Longitudinal changes in gamers’ profiles and gaming disorder risk
Maladaptive daydreaming, self-concept clarity, and gaming disorder symptoms assessed through DSM-5 and ICD-11
Understanding highly engaged adolescent gamers
Emotion Regulation Effectiveness
The Nature and the Conditions of Human Autonomy and Flourishing
Society and the Adolescent Self-Image
A First Course in Factor Analysis
Expert appraisal of criteria for assessing gaming disorder
Problematizing excessive online gaming and its psychological predictors
Including gaming disorder in the ICD-11: The need to do so from a clinical and public health perspective
Validating a five-factor marijuana motives measure
Problematic involvement in online games
Motivations for alcohol use among adolescents
Facilitating Adaptive Emotional Analysis
The Mediating Effect of Gaming Motivation Between Psychiatric Symptoms and Problematic Online Gaming
Validation of a short French version of the UPPS-P Impulsive Behavior Scale
The Motivational Pull of Video Games
A Motivational Model of Video Game Engagement
Problematic video game use as an emotional coping strategy
The moderating role of psychosocial well-being on the relationship between escapism and excessive online gaming
Emotion Regulation Flexibility
Cutoff criteria for fit indexes in covariance structure analysis
In Search of Golden Rules
The CES-D Scale
The Toxic Meritocracy of Video Games
Why do you play? The development of the motives for online gaming questionnaire (Mogq)
Motivations for Play in Online Games
Validation of the Ten-Item Internet Gaming Disorder Test (IGDT-10) and evaluation of the nine DSM-5 Internet Gaming Disorder criteria
An Overview of Analytic Rotation in Exploratory Factor Analysis
Development and validation of brief measures of positive and negative affect
Contrasting the Hassles Scale and the Perceived Stress Scale
Pathologic Use of Video Games and Motivation
The Role of Context in Online Gaming Excess and Addiction
Research Directions in the Study of Gaming-Related Escapism
The Role of Avoidance Coping and Escape Motives in Problematic Online Gaming
Do gaming motives mediate between psychiatric symptoms and problematic gaming? An empirical survey study
A Reliability Analysis of the Revised Competitiveness Index
Towards a unified theory of toxic behavior in video games
Gaming motivation and problematic video gaming
Personality effects on social relationships
The Effects of Escape from Self and Interpersonal Relationship on the Pathological Use of Internet Games
Structural Equation Modeling
Anxiety and depression as bidirectional risk factors for one another
Boredom in Young Adults
| Obras citantes distintas | 25 |
|---|---|
| Citas por año | 8,33 |
| Intervalo de citas | 2023 - 2026 (4) |
| Velocidad de citación | current |
| Altamente citado | No |
| Tipos de cita | Neutras: 14 |