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Trends in Video Game Play through Childhood, Adolescence, and Emerging Adulthood

Overview of attention for article published in Psychiatry Journal, March 2013
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62 Mendeley
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1 CiteULike
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Article details
Title
Trends in Video Game Play through Childhood, Adolescence, and Emerging Adulthood
Published in
Psychiatry Journal, March 2013
DOI 10.1155/2013/301460
Pubmed ID
Authors
Abstract

This study explored the relationship between video gaming and age during childhood, adolescence, and emerging adulthood. It also examined whether "role incompatibility," the theory that normative levels of substance use decrease through young adulthood as newly acquired adult roles create competing demands, generalizes to video gaming. Emerging adult video gamers (n = 702) recruited from video gaming contexts in New York City completed a computer-assisted personal interview and life-history calendar. All four video gaming indicators-days/week played, school/work day play, nonschool/work day play, and problem play-had significant curvilinear relationships with age. The "shape" of video gaming's relationship with age is, therefore, similar to that of substance use, but video gaming appears to peak earlier in life than substance use, that is, in late adolescence rather than emerging adulthood. Of the four video gaming indicators, role incompatibility only significantly affected school/work day play, the dimension with the clearest potential to interfere with life obligations.

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Mendeley demographics

Mendeley demographics

The data shown below were compiled from readership statistics for 62 Mendeley readers of this research output. Click here to see the associated Mendeley record.
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Geographical breakdown

Geographical breakdown
Country Count As %
United States 2 3%
Unknown 60 97%

Demographic breakdown

Readers by professional status
Readers by professional status Count As %
Student > Bachelor 8 13%
Student > Master 8 13%
Student > Ph. D. Student 6 10%
Researcher 5 8%
Other 3 5%
Other 12 19%
Unknown 20 32%
Readers by discipline
Readers by discipline Count As %
Psychology 17 27%
Social Sciences 8 13%
Design 3 5%
Neuroscience 2 3%
Medicine and Dentistry 2 3%
Other 9 15%
Unknown 21 34%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 1. 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 20 March 2013.
All research outputs
#22,758,309
of 25,373,627 outputs
Outputs from Psychiatry Journal
#70
of 127 outputs
Outputs of similar age
#184,858
of 210,236 outputs
Outputs of similar age from Psychiatry Journal
#7
of 10 outputs
Altmetric has tracked 25,373,627 research outputs across all sources so far. This one is in the 1st percentile – i.e., 1% of other outputs scored the same or lower than it.
So far Altmetric has tracked 127 research outputs from this source. They typically receive a little more attention than average, with a mean Attention Score of 6.3. This one is in the 1st percentile – i.e., 1% of its peers scored the same or lower than it.
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 210,236 tracked outputs that were published within six weeks on either side of this one in any source. This one is in the 1st percentile – i.e., 1% of its contemporaries scored the same or lower than it.
We're also able to compare this research output to 10 others from the same source and published within six weeks on either side of this one. This one has scored higher than 3 of them.