2017
DOI: 10.1016/j.chb.2016.09.025
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Online gaming involvement and its positive and negative consequences: A cognitive anthropological “cultural consensus” approach to psychiatric measurement and assessment

Abstract: Cheri Smarr-Foster, and Emmy Swisher. We'd also like to thank 444 alumnus (from fall 2011) Scarlett Eisenhauer, now at UCLA, who has stayed engaged with our research and helped with interviews. We acknowledge Colorado State University and its Department of Anthropology for financial and other support for this research, especially for ensuring that all software and equipment in Dr. Snodgrass' Ethnographic Research and Teaching Laboratory (ERTL) ran smoothly and were up-to-date. We also acknowledge support from … Show more

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Cited by 52 publications
(45 citation statements)
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“…The finding that IGD symptoms of 'tolerance' and 'deception of others' were endorsed by only 55% and 65% of the sample, respectively, adds to the current debate on the utility of IGD criteria. Starcevic (2016Starcevic ( , 2017 and Snodgrass et al (2017) have argued, for example, that symptoms such as tolerance and withdrawal may be flawed when applied to behavioural addictions, and there is an urgent need to ascertain factors that provide the most valid account of disordered gaming. This study confirms some recent thinking that the concept of tolerance when applied to gaming, or the 'need for increasing time spent gaming ' (Petry et al, 2014), may fail to capture many other factors that motivate and maintain excessive behaviour (King and Delfabbro, 2016b;King, Herd, and Delfabbro, 2018).…”
Section: Discussionmentioning
confidence: 99%
“…The finding that IGD symptoms of 'tolerance' and 'deception of others' were endorsed by only 55% and 65% of the sample, respectively, adds to the current debate on the utility of IGD criteria. Starcevic (2016Starcevic ( , 2017 and Snodgrass et al (2017) have argued, for example, that symptoms such as tolerance and withdrawal may be flawed when applied to behavioural addictions, and there is an urgent need to ascertain factors that provide the most valid account of disordered gaming. This study confirms some recent thinking that the concept of tolerance when applied to gaming, or the 'need for increasing time spent gaming ' (Petry et al, 2014), may fail to capture many other factors that motivate and maintain excessive behaviour (King and Delfabbro, 2016b;King, Herd, and Delfabbro, 2018).…”
Section: Discussionmentioning
confidence: 99%
“…Online games come to be one of the rapidly growing internet-based entertainment industries (Koo, 2009;Lee and Tsai, 2010;Snodgrass, et al, 2017), one of the most popular online activities (Teng and Chen, 2014;Gainsbury, et al, 2017), and have become an important part of consumer culture over the past decade (Seo et al, 2015). As well as, it is considered one of the most profitable online entertaining activities (Hsu and Lu, 2004;Tseng, 2011), which noticeably attracted more and more gamers and providers as well in recent years (Hsu and Lu, 2004;Yang et al, 2009;Huang et al, 2017).…”
Section: Introductionmentioning
confidence: 99%
“…This is as stated in Indriani and Winther regarding in-game rewards related to playing online games. Individuals who are interested in the achievement or achievement in the form of items, rankings, and other rewards in the game will continue to play to get it [21].…”
Section: Discussionmentioning
confidence: 99%
“…In MOBA games, players can access the ranking features and get prizes in the form of game character costumes and various items (achievement), especially during certain events. There are rewards in games related to compulsive online activities [21] and are thought to encourage players to play for a long time. In addition to performing ingame achievement, MOBA game player can also play with people who are known in the real world (social) and themselves of tasks and issues in real life with exciting themselves into the game (immersion).…”
Section: Introductionmentioning
confidence: 99%