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Gamers’ insights into the phenomenology of normal gaming and game “addiction”: A mixed methods study

Overview of attention for article published in Computers in Human Behavior, October 2017
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About this Attention Score

  • In the top 5% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (93rd percentile)
  • High Attention Score compared to outputs of the same age and source (90th percentile)

Mentioned by

news
2 news outlets
blogs
1 blog
twitter
20 X users
facebook
1 Facebook page

Citations

dimensions_citation
49 Dimensions

Readers on

mendeley
206 Mendeley
citeulike
1 CiteULike
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Title
Gamers’ insights into the phenomenology of normal gaming and game “addiction”: A mixed methods study
Published in
Computers in Human Behavior, October 2017
DOI 10.1016/j.chb.2017.10.029
Pubmed ID
Authors

Michelle Colder Carras, Anne Marie Porter, Antonius J. Van Rooij, Daniel King, Amanda Lange, Matthew Carras, Alain Labrique

Abstract

In response to calls for further research into the phenomenology of Internet gaming disorder (IGD), we used a community-engaged consensus development approach to evaluate how members of the "gamer culture" describe problematic gaming and the relationship of these descriptions to the proposed IGD criteria. Two focus groups of gamers were recruited at a video game convention. Participants were asked to submit suggestions for signs of game "addiction". Participants discussed and ranked the criteria in order of conceptual importance. The rankings were analyzed quantitatively, and then a multidisciplinary team compared the ranked criteria to the DSM-5 IGD proposed criteria. The strongest agreement between participants' rankings and IGD symptomatology was found for harms/functional impairment due to gaming, continued use despite problems, unsuccessful attempts to control gaming, and loss of interest in previous hobbies and entertainment. There was less support for other IGD criteria. Participants also offered new content domains. These findings suggest that collaborative knowledge-building approaches may help researchers and policymakers understand the characteristics and processes specific to problematic video game play and improve content validity of IGD criteria. Future efforts may benefit from multi-stakeholder approaches to refine IGD criteria and inform theory, measurement and intervention.

X Demographics

X Demographics

The data shown below were collected from the profiles of 20 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 206 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 206 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 32 16%
Student > Bachelor 22 11%
Student > Ph. D. Student 20 10%
Researcher 17 8%
Student > Doctoral Student 15 7%
Other 32 16%
Unknown 68 33%
Readers by discipline Count As %
Psychology 52 25%
Social Sciences 19 9%
Medicine and Dentistry 14 7%
Nursing and Health Professions 10 5%
Computer Science 9 4%
Other 27 13%
Unknown 75 36%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 39. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 09 February 2018.
All research outputs
#1,034,687
of 25,382,440 outputs
Outputs from Computers in Human Behavior
#478
of 4,415 outputs
Outputs of similar age
#21,584
of 339,185 outputs
Outputs of similar age from Computers in Human Behavior
#16
of 170 outputs
Altmetric has tracked 25,382,440 research outputs across all sources so far. Compared to these this one has done particularly well and is in the 95th percentile: it's in the top 5% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 4,415 research outputs from this source. They typically receive a lot more attention than average, with a mean Attention Score of 22.5. This one has done well, scoring higher than 89% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 339,185 tracked outputs that were published within six weeks on either side of this one in any source. This one has done particularly well, scoring higher than 93% of its contemporaries.
We're also able to compare this research output to 170 others from the same source and published within six weeks on either side of this one. This one has done particularly well, scoring higher than 90% of its contemporaries.