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Cudo A, Montag C, Pontes HM. Psychometric Assessment and Gender Invariance of the Polish Version of the Gaming Disorder Test. Int J Ment Health Addict 2022:1-24. [PMID: 36217446 PMCID: PMC9533968 DOI: 10.1007/s11469-022-00929-4] [Citation(s) in RCA: 11] [Impact Index Per Article: 3.7] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 09/21/2022] [Indexed: 11/18/2022] Open
Abstract
In 2019, Gaming Disorder (GD) was officially recognised by the World Health Organization (WHO) as an official mental health disorder. Currently, the Gaming Disorder Test (GDT) is one of the most widely utilised psychometric tools to assess GD symptoms according to the WHO framework. In this context, the present study aimed to develop the Polish version of the GDT so that this tool can be used within the Polish cultural context. Additionally, the research aimed to ascertain the psychometric properties and appropriateness of the Polish GDT. To achieve this goal, the Polish GDT was investigated in terms of its validity, reliability, and gender measurement invariance through two studies. Accordingly, study 1 recruited a total of 675 gamers (340 female; Meanage = 31.74 years; SD = 7.75 years; range: 15-45 years) and study 2 comprised 575 gamers (275 female; M age = 29.45 years; SD = 4.25 years; range: 18-35 years). A Confirmatory Factor Analysis (CFA) was used to assess psychometric properties of the Polish GDT. The reliability was assessed using Cronbach's alpha, McDonald's omega, and Average Variance Extracted. Gender measurement invariance was investigated using multiple-group CFA, and the unidimensionality was tested using mean of item residual absolute loadings (MIREAL), explained common variance (ECV), and unidimensional congruence (UC). The results of the psychometric analysis showed that the Polish GDT had a one-factor structure. Additionally, the present study demonstrated that the Polish GDT exhibited adequate levels of convergent validity, reliability, and strict gender measurement invariance. These findings suggest that the Polish version of GDT is a suitable psychometric test to assess GD and facilitate research on GD. Supplementary Information The online version contains supplementary material available at 10.1007/s11469-022-00929-4.
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Affiliation(s)
- Andrzej Cudo
- Department of Experimental Psychology, The John Paul II Catholic University of Lublin, Lublin, Poland
| | - Christian Montag
- Department of Molecular Psychology, Institute of Psychology and Education, Ulm University, Ulm, Germany
| | - Halley M. Pontes
- Department of Organizational Psychology, Birkbeck, University of London, London, UK
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Ortiz de Gortari AB. Coping with COVID- 19 pandemic stressors: Comparisons between non-players and players, and levels of Game Transfer Phenomena. ENTERTAINMENT COMPUTING 2022; 44:100530. [PMID: 36173302 PMCID: PMC9513999 DOI: 10.1016/j.entcom.2022.100530] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 02/07/2022] [Revised: 09/20/2022] [Accepted: 09/22/2022] [Indexed: 06/02/2023]
Abstract
During the COVID-19 pandemic, video game playing increased exponentially. The question if playing could offer benefits to cope with the pandemic stressors emerged. This study compares how non-players and players who may or may not re-experience (e.g., seeing, hearing) game content after playing [i.e., Game Transfer Phenomena (GTP)] cope with the pandemic stressors, emotion regulation and resilience. It also examines the impact of GTP on the perception of self and the world. A total of 567 completed a survey (59.6% male, MeanAge = 28.55). The measures include emotional regulation (ERC), resilience to stress (BRCS) and fear of contamination (PI). No differences between players and non-players on ERC, BRCS and PI were found. Players with moderate GTP levels were more likely to report contamination fears and show preventive COVID coping behaviours. The positive impact of GTP was associated with high resilience and cognitive reappraisal as an emotion regulation strategy. The results suggest that attention should be paid to players who experience GTP more frequently and with a negative impact. Maladaptive coping styles can exacerbate distress from GTP and situational stressors. Identifying methods of protecting vulnerable individuals from these psychological burdens can guide interventions and mitigate consequences in similar situations.
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Ortiz de Gortari AB, Diseth Å. Multidimensional assessment of Game Transfer Phenomena: Intrusive cognitions, perceptual distortions, hallucinations and dissociations. Front Psychol 2022; 13:896238. [PMID: 36033066 PMCID: PMC9399741 DOI: 10.3389/fpsyg.2022.896238] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/14/2022] [Accepted: 07/11/2022] [Indexed: 11/21/2022] Open
Abstract
Game Transfer Phenomena (GTP) refers to a cluster of involuntary phenomena related to playing videogames, including sensory and cognitive intrusions, transient changes in perception and self-agency. The Game Transfer Phenomena Scale (GTPS) has been used to measure the frequency of GTP with respect to five factors. The present study aimed to validate an instrument for assessing the multiple dimensions of GTP (GTP-MDS) that helps clarify the distinction between GTP experiences. GTP were contextualized onto the spectrum of intrusive cognitions, perceptual distortions, and dissociations. The relationship between GTP, involuntary phenomena without game content (INVWG) in terms of, e.g., hallucinations and perceptual distortions, and game-biased perceptions (GBPA), as well as the positive and negative impact of GTP and level of distress were also examined. The data were collected using a survey (N = 1,301, male 83.4%, mean age = 28.14). Separate confirmatory factor analyses of the dimensions of "inner intrusions/misperceptions," "outer intrusions/distortions," and "dissociations/mix-ups" produced acceptable fit indices. The findings show that phenomena manifesting as internal experiences are more common, while those manifesting as externalized intrusions are less common. Correlations between the GTP dimensions, INVWG, and GBPA, such as the insertion of game elements in thoughts, perceptions, and dreams, supported convergent validity. The correlations between the GTP dimensions and hours played supported criterion validity. Distress was correlated with outer intrusions and dissociations/mix-ups, but not with inner intrusions. Taken together, these results support the validity and reliability of the proposed assessment of GTP constructs.
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Affiliation(s)
- Angelica B. Ortiz de Gortari
- Faculty of Psychology, Centre for the Science of Learning and Technology, University of Bergen, Bergen, Norway
- Psychology and Neuroscience of Cognition Research Unit, Faculty of Psychology, Speech Therapy and Education Sciences, University of Liège, Liège, Belgium
| | - Åge Diseth
- Faculty of Psychology, University of Bergen, Bergen, Norway
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Ortiz de Gortari AB, Gackenbach J. Game Transfer Phenomena and Problematic Interactive Media Use: Dispositional and Media Habit Factors. Front Psychol 2021; 12:585547. [PMID: 33967879 PMCID: PMC8100040 DOI: 10.3389/fpsyg.2021.585547] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/20/2020] [Accepted: 03/15/2021] [Indexed: 11/17/2022] Open
Abstract
The study of the effects of interactive media has mainly focused on dysregulated behaviors, the conceptualization of which is supported by the paradigms of addiction. Research into Game Transfer Phenomena (GTP) examines the interplay between video game features, events while playing, and the manipulation of hardware, which can lead to sensory-perceptual and cognitive intrusions (e.g., hallucinations and recurrent thoughts) and self-agency transient changes (e.g., automatic behaviors) related to video games. GTP can influence the interpretation of stimuli and everyday interactions and, in contrast to gaming disorder, are relatively common and not necessarily negative. However, some players have reported feeling distress due to their GTP. This study focuses on how dispositional and interactive media habit factors are related to GTP and two forms of problematic interactive media [problematic video game playing (PVG) and problematic social media use (PSMU)]. A sample of 343 university students who played video games completed an online survey (58.7% male, 19–25 years old). Not all who had experienced GTP were identified as exhibiting PVG or PSMU, but all of those in the PVG group had experienced GTP. Overall, the profiles of the groups, including GTP (91.4%), PVG (28.5%), and PSMU (24.8%), were in accordance with previous findings. Those in the GTP and the PVG groups were characterized by being male, being highly engaged in the game (either while playing or via game-related activities), and showed preferences for game-related activities. However, while those in the GTP group were significantly more likely to be fantasy-prone, those with PVG were the ones who played most per day. Those in the PSMU group were characterized by being female and/or extroverted, frequently using social/sharing platforms, and seldom playing video games. A hierarchical binary logistic regression revealed that males were more likely to experience GTP. Increases in PVG, fantasy proneness, and neuroticism increased the odds of GTP. Future work can benefit from considering the role of GTP in gaming disorder, since intrusive thoughts, cognitive biases, and poor impulse control are pivotal in the initiation and maintenance of dysfunctional playing behaviors.
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Affiliation(s)
| | - Jayne Gackenbach
- Department of Psychology, MacEwan University, Edmonton, AB, Canada
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Throuvala MA, Pontes HM, Tsaousis I, Griffiths MD, Rennoldson M, Kuss DJ. Exploring the Dimensions of Smartphone Distraction: Development, Validation, Measurement Invariance, and Latent Mean Differences of the Smartphone Distraction Scale (SDS). Front Psychiatry 2021; 12:642634. [PMID: 33762981 PMCID: PMC7982468 DOI: 10.3389/fpsyt.2021.642634] [Citation(s) in RCA: 22] [Impact Index Per Article: 5.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 12/16/2020] [Accepted: 02/04/2021] [Indexed: 01/03/2023] Open
Abstract
Background: Distraction is a functional emotion regulation strategy utilized to relieve emotional distress. Within the attention economy perspective, distraction is increasingly associated with digital technology use, performance impairments and interference with higher-order cognitive processes. Research on smartphone distraction and its association with problematic smartphone use is still scarce and there is no available psychometric assessment tool to assess this cognitive and emotive process parsimoniously. Method: The present study reports the development and evaluation of the psychometric properties of the Smartphone Distraction Scale (SDS) through exploratory and confirmatory factor analysis, construct validity, gender invariance, and latent mean differences. The study was conducted in a sample of British university students (N = 1,001; M = 21.10 years, SD = 2.77). Results: The 16-item SDS was best conceptualized in a four-factor model solution comprising attention impulsiveness, online vigilance, emotion regulation, and multitasking. Construct validity was established using relevant psychosocial and mental health measures, with SDS scores being moderately associated with deficient self-regulation and problematic social media use. Gender measurement invariance was achieved at the configural, metric, and scalar levels, and latent mean differences indicated that females had significantly higher means than males across all four SDS latent factors. Discussion: The SDS presents with several strengths, including its theoretical grounding, relatively short length, and sound psychometric properties. The SDS enables the assessment of distraction, which appears to be one of the pathways to problematic smartphone use facilitating overuse and overreliance on smartphones for emotion regulation processes. The assessment of distraction in relation to problematic use in vulnerable populations may facilitate interventions that could encourage metacognition and benefit these groups by allowing sustained productivity in an increasingly disrupted work and social environment.
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Affiliation(s)
- Melina A Throuvala
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, United Kingdom
| | - Halley M Pontes
- Department of Organizational Psychology, Birkbeck, University of London, London, United Kingdom
| | - Ioannis Tsaousis
- Department of Psychology, University of Crete, Rethymnon, Greece
| | - Mark D Griffiths
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, United Kingdom
| | - Mike Rennoldson
- Psychology Department, Nottingham Trent University, Nottingham, United Kingdom
| | - Daria J Kuss
- International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, United Kingdom
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Stavropoulos V, Pontes HM, Gomez R, Schivinski B, Griffiths M. Proteus Effect Profiles: how Do they Relate with Disordered Gaming Behaviours? Psychiatr Q 2020; 91:615-628. [PMID: 32140972 DOI: 10.1007/s11126-020-09727-4] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 12/20/2022]
Abstract
Gamers represent themselves in online gaming worlds through their avatars. The term "Proteus Effect" (PE) defines the potential influences of the gamers' avatars on their demeanour, perception and conduct and has been linked with excessive gaming. There is a significant lack of knowledge regarding likely distinct PE profiles and whether these could be differentially implicated with disordered gaming. A normative group of 1022 World of Warcraft (WoW) gamers were assessed in the present study (Mean age = 28.60 years). The Proteus Effect Scale (PES) was used to evaluate the possible avatar effect on gamers' conduct, and the Internet Gaming Disorder Scale-Short-Form was used to examine gaming disorder behaviors. Latent class profiling resulted in three distinct PE classes, 'non-influenced-gamers' (NIGs), 'perception-cognition-influenced-gamers' (PCIGs), and 'emotion-behaviour-influenced-gamers' (EBIGs). The NIGs reported low rates across all PES items. The PCIGs indicated higher avatar influence in their perception-experience but did not report being affected emotionally. The EBIGs indicated significantly higher avatar influence in their emotion and behaviour than the other two classes but reported stability in their perception of aspects independent of their avatar. Gaming disorder behaviours were reduced for the NIGs and progressively increased for the PCIGs and the EBIGs.
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Affiliation(s)
| | - Halley M Pontes
- University of Tasmania, School of Psychological Sciences, Newnham Campus, Building O, Launceston, TAS, 7250, Australia.,The International Cyberpsychology and Addictions Research Laboratory (iCARL), University of Tasmania, Launceston, TAS, 7250, Australia
| | - Rapson Gomez
- Federation University Australia, Ballarat, Australia
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Stavropoulos V, Gomez R, Mueller A, Yucel M, Griffiths M. User-avatar bond profiles: How do they associate with disordered gaming? Addict Behav 2020; 103:106245. [PMID: 31891834 DOI: 10.1016/j.addbeh.2019.106245] [Citation(s) in RCA: 13] [Impact Index Per Article: 2.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/22/2019] [Revised: 11/22/2019] [Accepted: 11/23/2019] [Indexed: 10/25/2022]
Abstract
AIMS The avatar constitutes the in-game representation of the gamer. Although aspects of the user-avatar bond (UAB) have been associated with disordered gaming, there is a need for clearer understanding concerning the impact of potential UAB profiles. METHODS To address this need, the present study recruited a normative sample of 1022 World of Warcraft (WoW) players (Mage = 28.55 years, SD = 9.90). Participants completed the User-Avatar Questionnaire (to assess UAB aspects such as identification, immersion, and compensation), the Proteus-Effect Scale (to assess transference of the avatar's behaviour in real life), and the Internet Gaming Disorder Scale-Short-Form (to assess disordered gaming). RESULTS Latent class analysis indicated the existence of three UAB profiles, 'differentiated gamers' (DGs), 'identified gamers' (IGs) and 'fused gamers' (FGs). The DGs were characterized by low scores across all UAB aspects. The IGs did not report significant Proteus Effect (PE) or immersion behaviours, and despite being more identified with their avatar, did not significantly compensate through it. The FGs presented with higher PE, immersion, and compensation, although they did not significantly identify with their avatars, possibly due to having idealized them. Disordered gaming behaviours were significantly lower for the DGs and sequentially higher for the IGs and the FGs. Preoccupation and mood modification behaviours related to gaming disorder were distinctively associated with FGs. CONCLUSION Disordered gaming assessment and treatment implications of the UAB profiles are discussed.
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Stavropoulos V, Dumble E, Cokorilo S, Griffiths MD, Pontes HM. The Physical, Emotional, and Identity User-Avatar Association with Disordered Gaming: A Pilot Study. Int J Ment Health Addict 2019. [DOI: 10.1007/s11469-019-00136-8] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/25/2022] Open
Abstract
Abstract
Internet gaming disorder (IGD) is a rapidly expanding psychopathological manifestation necessitating further research and clinical attention. Although recent research has investigated relationships between user-avatar and excessive gaming, little is known about the interplay between IGD and avatar self-presence and its dimensions (i.e., the physical, emotional, and identity bond developed between the user and the in-game character). The aim of the present pilot study was twofold: (i) to investigate the associations between physical, emotional, and identity aspects of self-presence associate and IGD severity, and (ii) to assess IGD variations longitudinally in relation to the three dimensions of self-presence (i.e., proto-self-presence, core-self-presence, and extended-self-presence). The sample comprised 125 young adults aged between 18 and 29 years who underwent either (i) three offline measurements (1 month apart, over 3 months) or (ii) a cross-sectional online measurement. Regression and latent growth analysis indicated that the initial intensity of the physical, emotional, and identity self-presence aspects associated with IGD severity, but not to its longitudinal change. Overall, young adult gamers may exhibit higher IGD risk and severity when the experience of physical, emotional, and identity bonding with their in-game character is pronounced. The implications surrounding treatment and preventative policy recommendations are further discussed.
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Lopez-Fernandez O, Griffiths MD, Kuss DJ, Dawes C, Pontes HM, Justice L, Rumpf HJ, Bischof A, Gässler AK, Suryani E, Männikkö N, Kääriänen M, Romo L, Morvan Y, Kern L, Graziani P, Rousseau A, Hormes JM, Schimmenti A, Passanisi A, Demetrovics Z, Király O, Lelonek-Kuleta B, Chwaszcz J, Dufour M, Ponce Terashima J, Chóliz M, Zacarés JJ, Serra E, Rochat L, Zullino D, Achab S, Landrø NI, Billieux J. Cross-Cultural Validation of the Compulsive Internet Use Scale in Four Forms and Eight Languages. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2019; 22:451-464. [PMID: 31295025 DOI: 10.1089/cyber.2018.0731] [Citation(s) in RCA: 24] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/14/2022]
Abstract
The 14-item Compulsive Internet Use Scale (CIUS) is one of the most frequently internationally adapted psychometric instruments developed to assess generalized problematic Internet use. Multiple adaptations of this instrument have led to versions in different languages (e.g., Arabic and French), and different numbers of items (e.g., from 5 to 16 items instead of the original 14). However, to date, the CIUS has never been simultaneously compared and validated in several languages and different versions. Consequently, the present study tested the psychometric properties of four CIUS versions (i.e., CIUS-14, CIUS-9, CIUS-7, and CIUS-5) across eight languages (i.e., German, French, English, Finnish, Spanish, Italian, Polish, and Hungarian) to (a) examine their psychometric properties, and (b) test their measurement invariance. These analyses also identified the optimal versions of the CIUS. The data were collected via online surveys administered to 4,226 voluntary participants from 15 countries, aged at least 18 years, and recruited from academic environments. All brief versions of the CIUS in all eight languages were validated. Dimensional, configural, and metric invariance were established across all languages for the CIUS-5, CIUS-7, and CIUS-9, but the CIUS-5 and CIUS-7 were slightly more suitable because their model fitted the ordinal estimate better, while for cross-comparisons, the CIUS-9 was slightly better. The brief versions of the CIUS are therefore reliable and structurally stable instruments that can be used for cross-cultural research across adult populations.
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Affiliation(s)
- Olatz Lopez-Fernandez
- 1 International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, United Kingdom.,2 Laboratory for Experimental Psychopathology, Psychological Sciences Research Institute, Université Catholique de Louvain, Louvain-la-Neuve, Belgium
| | - Mark D Griffiths
- 1 International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, United Kingdom
| | - Daria J Kuss
- 1 International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, United Kingdom
| | - Christopher Dawes
- 1 International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, United Kingdom
| | - Halley M Pontes
- 1 International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, United Kingdom
| | - Lucy Justice
- 1 International Gaming Research Unit, Psychology Department, Nottingham Trent University, Nottingham, United Kingdom
| | - Hans-Jürgen Rumpf
- 3 Department for Psychiatry and Psychotherapy, University of Lübeck, Lübeck, Germany
| | - Anja Bischof
- 3 Department for Psychiatry and Psychotherapy, University of Lübeck, Lübeck, Germany
| | - Ann-Kathrin Gässler
- 3 Department for Psychiatry and Psychotherapy, University of Lübeck, Lübeck, Germany
| | - Eva Suryani
- 4 Department of Psychiatry and Behavior, School of Medicine, Atma Jaya Catholic University of Indonesia, Jakarta, Indonesia
| | - Niko Männikkö
- 5 Department of Social Services and Rehabilitation, Oulu University of Applied Sciences, Oulu, Finland
| | - Maria Kääriänen
- 6 Research Unit of Nursing Science and Health Management, University of Oulu and Oulu University Hospital, Oulu, Finland
| | - Lucia Romo
- 7 EA 4430 Clinique psychanalyse développement (CLIPSYD), Université Paris Nanterre, Nanterre, France.,8 INSERM UMR-S 1266, Institut de Psychiatrie et Neurosciences de Paris (IPNP), Université Paris Descartes, Paris, France
| | - Yannick Morvan
- 7 EA 4430 Clinique psychanalyse développement (CLIPSYD), Université Paris Nanterre, Nanterre, France.,8 INSERM UMR-S 1266, Institut de Psychiatrie et Neurosciences de Paris (IPNP), Université Paris Descartes, Paris, France
| | - Laurence Kern
- 9 EA 2931, Centre de recherches sur le sport et le mouvement (CESRM), Université Paris Nanterre, Nanterre, France
| | - Pierluigi Graziani
- 10 LPS EA 849, Aix-Marseille University, Marseille, France.,11 Psychologie, Langues, Lettres et Histoire Département, University of Nîmes, Nîmes, France
| | - Amélie Rousseau
- 12 Psychology Department, PSITEC EA 4074, Université Lille Nord de France, Villeneuve d'Ascq, France
| | - Julia M Hormes
- 13 Department of Psychology, University at Albany, State University of New York, Albany, New York
| | - Adriano Schimmenti
- 14 Faculty of Human and Social Sciences, UKE-Kore University of Enna, Cittadella Universitaria, Enna, Italy
| | - Alessia Passanisi
- 14 Faculty of Human and Social Sciences, UKE-Kore University of Enna, Cittadella Universitaria, Enna, Italy
| | - Zsolt Demetrovics
- 15 Department of Clinical Psychology and Addiction, Institute of Psychology, Eötvös Loránd University, Budapest, Hungary
| | - Orsolya Király
- 15 Department of Clinical Psychology and Addiction, Institute of Psychology, Eötvös Loránd University, Budapest, Hungary
| | - Bernadeta Lelonek-Kuleta
- 16 Department of Family Science and Social Work and Katolicki Uniwersytet Lubelski Jana Pawła II, Lublin, Poland
| | - Joanna Chwaszcz
- 17 Department of Psychology, Katolicki Uniwersytet Lubelski Jana Pawła II, Lublin, Poland
| | - Magali Dufour
- 18 Service de toxicomanie, Faculte de medicine Université de Sherbrooke, Longueuil, Canada
| | - Javier Ponce Terashima
- 19 Department of Psychiatry, University Hospitals Cleveland Medical Center/Case Western Reserve University, Cleveland, Ohio
| | - Mariano Chóliz
- 20 Department of Basic Psychology and University of Valencia, Valencia, Spain
| | - Juan José Zacarés
- 21 Department of Developmental and Educational Psychology, University of Valencia, Valencia, Spain
| | - Emilia Serra
- 21 Department of Developmental and Educational Psychology, University of Valencia, Valencia, Spain
| | - Lucien Rochat
- 22 Department of Psychology and Educational Sciences, University of Geneva, Geneva, Switzerland
| | - Daniele Zullino
- 23 Department of Psychiatry, Research Unit Addictive Disorders, University of Geneva, Geneva, Switzerland.,24 Department of Mental Health and Psychiatry, Addiction Division, University Hospitals of Geneva, Geneva, Switzerland
| | - Sophia Achab
- 23 Department of Psychiatry, Research Unit Addictive Disorders, University of Geneva, Geneva, Switzerland.,24 Department of Mental Health and Psychiatry, Addiction Division, University Hospitals of Geneva, Geneva, Switzerland
| | - Nils Inge Landrø
- 25 Department of Psychology, Clinical Neuroscience Research Group, University of Oslo, Oslo, Norway
| | - Joël Billieux
- 26 Institute for Health and Behavior, Addictive and Compulsive Behaviours Lab, University of Luxembourg, Esch-sur-Alzette, Luxembourg
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Ortiz de Gortari AB, Griffiths MD. Letter to the Editor for ‘Current Addiction Reports’—Game Transfer Phenomena and Dissociation: a Reply to Guglielmucci et al. (2019). CURRENT ADDICTION REPORTS 2019. [DOI: 10.1007/s40429-019-00250-6] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/28/2022]
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Turkish validation of the Game Transfer Phenomena Scale (GTPS): Measuring altered perceptions, automatic mental processes and actions and behaviours associated with playing video games. TELEMATICS AND INFORMATICS 2017. [DOI: 10.1016/j.tele.2017.09.003] [Citation(s) in RCA: 16] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/21/2022]
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Ortiz de Gortari AB, Oldfield B, Griffiths MD. An empirical examination of factors associated with Game Transfer Phenomena severity. COMPUTERS IN HUMAN BEHAVIOR 2016. [DOI: 10.1016/j.chb.2016.06.060] [Citation(s) in RCA: 17] [Impact Index Per Article: 1.9] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/30/2022]
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13
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Ortiz de Gortari AB, Griffiths MD. Commentary: Playing the computer game tetris prior to viewing traumatic film material and subsequent intrusive memories: examining proactive interference. Front Psychol 2016; 7:260. [PMID: 26941702 PMCID: PMC4763333 DOI: 10.3389/fpsyg.2016.00260] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/21/2015] [Accepted: 02/09/2016] [Indexed: 11/13/2022] Open
Affiliation(s)
| | - Mark D Griffiths
- International Gaming Research Unit, Psychology Division, Nottingham Trent University Nottingham, UK
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14
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Griffiths MD, Ortiz de Gortari AB. Commentary: Musical hallucinations: review of treatment effects. Front Psychol 2015; 6:1885. [PMID: 26696943 PMCID: PMC4673341 DOI: 10.3389/fpsyg.2015.01885] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/15/2015] [Accepted: 11/22/2015] [Indexed: 11/13/2022] Open
Affiliation(s)
- Mark D Griffiths
- International Gaming Research Unit, Psychology Division, Nottingham Trent University Nottingham, UK
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