国际标准期刊号: 2155-6105

成瘾研究与治疗杂志

开放获取

我们集团组织了 3000 多个全球系列会议 每年在美国、欧洲和美国举办的活动亚洲得到 1000 多个科学协会的支持 并出版了 700+ 开放获取期刊包含超过50000名知名人士、知名科学家担任编委会成员。

开放获取期刊获得更多读者和引用
700 种期刊 15,000,000 名读者 每份期刊 获得 25,000 多名读者

索引于
  • CAS 来源索引 (CASSI)
  • 哥白尼索引
  • 谷歌学术
  • 夏尔巴·罗密欧
  • 打开 J 门
  • Genamics 期刊搜索
  • 学术钥匙
  • 期刊目录
  • 安全点亮
  • 中国知网(CNKI)
  • 电子期刊图书馆
  • 参考搜索
  • 哈姆达大学
  • 亚利桑那州EBSCO
  • OCLC-世界猫
  • SWB 在线目录
  • 虚拟生物学图书馆 (vifabio)
  • 普布隆斯
  • 日内瓦医学教育与研究基金会
  • 欧洲酒吧
  • ICMJE
分享此页面

抽象的

A Genre-Specific Investigation of Video Game Engagement and Problem Play in the Early Life Course

Geoffrey L Ream, Luther C Elliott and Eloise Dunlap

This study explored predictors of engagement with specific video game genres, and degree of problem play experienced by players of specific genres, during the early life course. Video game players ages 18-29 (n = 692) were recruited in and around video game retail outlets, arcades, conventions, and other video game related contexts in New York City. Participants completed a Computer-Assisted Personal Interview (CAPI) of contemporaneous demographic and personality measures and a Life-History Calendar (LHC) measuring video gaming, school/work engagement, and caffeine and sugar consumption for each year of life ages 6 - present. Findings were that likelihood of engagement with most genres rose during childhood, peaked at some point during the second decade of life, and declined through emerging adulthood. Cohorts effects on engagement also emerged which were probably attributable to changes in the availability and popularity of various genres over the 12-year age range of our participants. The relationship between age and problem play of most genres was either negative or non-significant. Sensation-seeking was the only consistent positive predictor of problem play. Relationships between other variables and engagement with and problem play of specific genres are discussed in detail.