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Breaking the Stereotype: The Case of Online Gaming

https://doi.org/10.1089/109493103321167992
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What this work says

Outgoing claims: the papers this work cites, builds on, or argues with.

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Computer game playing in adolescence: Prevalence and demographic indicators
inferredcites →https://doi.org/10.1006/jado.1995.1049openalex-snapshot
Home video game playing in schoolchildren: a study of incidence and patterns of play
inferredcites →https://doi.org/10.1016/0140-1971(91)90045-sopenalex-snapshot
Amusement machine playing in childhood and adolescence: A comparative analysis of video games and fruit machines
inferredcites →https://doi.org/10.1016/0306-4603(95)00001-sopenalex-snapshot
The effect of type a personality on physiological arousal while playing computer games
inferredcites →https://doi.org/10.1016/j.adolescence.2003.10.007openalex-snapshot
Online computer gaming: a comparison of adolescent and adult gamers
inferredcites →https://doi.org/10.1016/s1359-1789(97)00055-4openalex-snapshot
Violent video games and aggression
inferredcites →https://doi.org/10.1080/15252019.2004.10722093openalex-snapshot
Motivations to Regulate Online Gambling and Violent Game Sites
inferredcites →https://doi.org/10.1089/109493104322820057openalex-snapshot
The Structural Characteristics of Video Games: A Psycho-Structural Analysis
inferredcites →https://doi.org/10.1089/cpb.2004.7.511openalex-snapshot
Online Data Collection from Video Game Players: Methodological Issues
inferredcites →https://doi.org/10.1109/hicss.2010.117openalex-snapshot
Conflict, Culture, and Performance in Virtual Teams: Results from a Cross-Cultural Study
inferredcites →https://doi.org/10.1111/j.2044-8295.1993.tb02498.xopenalex-snapshot
The personality of fantasy game players
inferredcites →https://doi.org/10.1177/0044118x97029002004openalex-snapshot
Computer Game Playing in Early Adolescence
inferredcites →https://doi.org/10.1348/014466600164381openalex-snapshot
Video game violence and aggression: Comments on ‘Video game playing and its relations with aggressive and prosocial behaviour’ by O. Wiegman and E. G. M. van Schie
inferredcites →https://doi.org/10.2466/pr0.1998.82.2.475openalex-snapshot
DEPENDENCE ON COMPUTER GAMES BY ADOLESCENTS

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Incoming claims: where this work appears in other papers’ reference lists and arguments.

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Virtual Assisted Self Interviewing (VASI): An Expansion of Survey Data Collection Methods to the Virtual Worlds by Means of VDCI
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Surveying the Virtual World - A Large Scale Survey in Second Life Using the Virtual Data Collection Interface (VDCI)
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Technomasculinity and the Shaping of Women’s Roles in the Gaming Industry in Indonesia
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Griefers versus the Griefed — what motivates them to play Massively Multiplayer Online Role-Playing Games?
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The Use of Online Methodologies in Data Collection for Gambling and Gaming Addictions
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INTERNET AND VIDEO-GAME ADDICTION
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Associations between attention deficit hyperactivity and internet gaming disorder symptoms: Is there consistency across types of symptoms, gender and countries?
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Online computer gaming: a comparison of adolescent and adult gamers
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The impact of online game character’s outward attractiveness and social status on interpersonal attraction
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The moderating role of locus of control on the links between experiential motives and intention to play online games
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(A)Social reputation: Exploring the relationship between online video game involvement and social competence
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e-Sports: Playing just for fun or playing to satisfy life goals?
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An exploratory study of the association between online gaming addiction and enjoyment motivations for playing massively multiplayer online role-playing games
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The Relationship Between Online Game Addiction and Aggression, Self-Control and Narcissistic Personality Traits
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Interaction with the Game and Motivation among Players of Massively Multiplayer Online Role-Playing Games
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Gender Attribution in Online Video Games
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Identification Processes in Online Groups
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Digital play as procedures
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Leveling Up? Video Game Play in Adolescence and the Transition into Adulthood
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Exploring software piracy as a factor of video game console adoption
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A taxonomy of griefer type by motivation in massively multiplayer online role-playing games
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Fear of Missing Out (FoMO) and Gaming Disorder among Chinese University Students: Impulsivity and Game Time as Mediators
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Internet Fantasy Violence: A Test of Aggression in an Online Game
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Behavioral and psychological involvement of online video gamers : Building blocks or building walls to socialization?
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It's Not Easy Trying to be One of the Guys: The Effect of Avatar Attractiveness, Avatar Sex, and User Sex on the Success of Help-Seeking Requests in an Online Game
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“I Play So I Am?” A Gender Study into Stereotype Perception and Genre Choice of Digital Game Players
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Content-, system-, and hardware-related effects on the experience of flow in VR gaming
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Typology and Sociodemographic Characteristics of Massively Multiplayer Online Game Players
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Gaming out online: Black lesbian identity development and community building in Xbox Live
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The 8-Bit Bureaucrat: Can Video Games Teach Us About Administrative Ethics?
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THE FORMATION OF SOCIAL RULES FOR DIGITAL INTERACTIONS
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Perceived stress moderates spending money on digital games and gambling: a nationwide study of Finnish adults
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Do Press Releases About Digital Game Research Influence Presumed Effects? How Details About Methodology and References to Societal Violence Affect the Anticipated Influence of Violent Video Games
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Gender Disparity in Video Game Usage: A Third-Person Perception-Based Explanation
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Motivations to Regulate Online Gambling and Violent Game Sites
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Conducting Immersive Research in Second Life: A Hotel Co-Branding Case Study
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The convergence of gaming practices with other media forms: what potential for learning? A review of the literature
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Gender differences in the characteristics of gaming and esport aspirations in Hungary
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Using Game Elements to Increase Student Engagement in Course Assignments
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The Structural Characteristics of Video Games: A Psycho-Structural Analysis
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Demographic Factors and Playing Variables in Online Computer Gaming
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Online Data Collection from Video Game Players: Methodological Issues
inferred← citeshttps://doi.org/10.1089/cpb.2005.8.15openalex-snapshot
Physical Interpersonal Relationships and Social Anxiety among Online Game Players
inferred← citeshttps://doi.org/10.1089/cpb.2006.9.638openalex-snapshot
The Appeal of Violent Video Games to Lower Educated Aggressive Adolescent Boys from Two Countries
inferred← citeshttps://doi.org/10.1089/cpb.2006.9.762openalex-snapshot
Why Are Adolescents Addicted to Online Gaming? An Interview Study in Taiwan
inferred← citeshttps://doi.org/10.1089/cpb.2006.9947openalex-snapshot
Oscillatory Brain Responses Evoked by Video Game Events: The Case of Super Monkey Ball 2
inferred← citeshttps://doi.org/10.1089/cpb.2006.9981openalex-snapshot
Appeal of Playing Online First Person Shooter Games
inferred← citeshttps://doi.org/10.1089/cpb.2006.9984openalex-snapshot
The Unbearable Likeness of Being Digital: The Persistence of Nonverbal Social Norms in Online Virtual Environments
inferred← citeshttps://doi.org/10.1089/cpb.2007.0020openalex-snapshot
Gender Swapping and Socializing in Cyberspace: An Exploratory Study
inferred← citeshttps://doi.org/10.1089/cpb.2007.0045openalex-snapshot
Helping Others in Online Games: Prosocial Behavior in Cyberspace
inferred← citeshttps://doi.org/10.1089/cpb.2007.0064openalex-snapshot
Personality Differences between Online Game Players and Nonplayers in a Student Sample
inferred← citeshttps://doi.org/10.1089/cpb.2007.9991openalex-snapshot
A Study of Time Management: The Correlation between Video Game Usage and Academic Performance Markers
inferred← citeshttps://doi.org/10.1089/cpb.2008.0345openalex-snapshot
First-Person Shooter Games as a Way of Connecting to People: “Brothers in Blood”
inferred← citeshttps://doi.org/10.1089/cpb.2009.0059openalex-snapshot
The Attitudes, Feelings, and Experiences of Online Gamers: A Qualitative Analysis
inferred← citeshttps://doi.org/10.1089/cyber.2009.0229openalex-snapshot
Online Gaming Addiction: The Role of Sensation Seeking, Self-Control, Neuroticism, Aggression, State Anxiety, and Trait Anxiety
inferred← citeshttps://doi.org/10.1089/cyber.2011.0248openalex-snapshot
The Prevalence of Problematic Video Gamers in The Netherlands
inferred← citeshttps://doi.org/10.1089/cyber.2011.0583openalex-snapshot
Defending the Doomed: Implicit Strategies Concerning Protection of First-Person Shooter Games
inferred← citeshttps://doi.org/10.1089/cyber.2012.0034openalex-snapshot
Online Gaming Addiction? Motives Predict Addictive Play Behavior in Massively Multiplayer Online Role-Playing Games
inferred← citeshttps://doi.org/10.1089/cyber.2012.0402openalex-snapshot
A Dual Model of Entertainment-Based and Community-Based Mechanisms to Explore Continued Participation in Online Entertainment Communities
inferred← citeshttps://doi.org/10.1089/cyber.2013.0118openalex-snapshot
Unpopular, Overweight, and Socially Inept: Reconsidering the Stereotype of Online Gamers
inferred← citeshttps://doi.org/10.1089/cyber.2014.0475openalex-snapshot
Problematic Internet Use and Problematic Online Gaming Are Not the Same: Findings from a Large Nationally Representative Adolescent Sample
inferred← citeshttps://doi.org/10.1089/cyber.2016.0676openalex-snapshot
Problematic Video Game Play and ADHD Traits in an Adult Population
inferred← citeshttps://doi.org/10.1089/cyber.2017.0294openalex-snapshot
Exploring Stereotypical Perceptions of Female Players in Digital Gaming Contexts
inferred← citeshttps://doi.org/10.1089/cyber.2020.0283openalex-snapshot
The Mediating Role of Impulsivity and the Moderating Role of Gender Between Fear of Missing Out and Gaming Disorder Among a Sample of Chinese University Students
inferred← citeshttps://doi.org/10.1093/cybsec/tyag016openalex-snapshot
Situational crime prevention and child online safety: a comparative analysis of metaverse-ready games
inferred← citeshttps://doi.org/10.1093/gerona/glw080openalex-snapshot
Aging, the Central Nervous System, and Mobility in Older Adults: Interventions
inferred← citeshttps://doi.org/10.1093/jcr/ucac046openalex-snapshot
More Gamer, Less Girl: Gendered Boundaries, Tokenism, and the Cultural Persistence of Masculine Dominance
inferred← citeshttps://doi.org/10.1108/02651331311298573openalex-snapshot
Social media and international advertising: theoretical challenges and future directions
inferred← citeshttps://doi.org/10.1108/03090560810853039openalex-snapshot
Online marketing communication potential
inferred← citeshttps://doi.org/10.1108/14684521211206971openalex-snapshot
How experience‐driven community identification generates trust and engagement
inferred← citeshttps://doi.org/10.1108/ejm-08-2012-0493openalex-snapshot
The good, the bad and the variable
inferred← citeshttps://doi.org/10.1108/ijrdm-12-2015-0183openalex-snapshot
A real child in a virtual world
inferred← citeshttps://doi.org/10.1108/ijsms-06-2021-0130openalex-snapshot
Netizens' behavior towards a blockchain-based esports framework: a TPB and machine learning integrated approach
inferred← citeshttps://doi.org/10.1108/ijsms-09-2019-0107openalex-snapshot
Audience response to endemic and non-endemic sponsors of esports events
inferred← citeshttps://doi.org/10.1108/intr-07-2018-0304openalex-snapshot
Digital athletics in analogue stadiums
inferred← citeshttps://doi.org/10.1108/intr-12-2013-0268openalex-snapshot
Understanding players’ achievement values from MMORPGs: an exploratory study
inferred← citeshttps://doi.org/10.1108/yc-05-2020-1148openalex-snapshot
Examining the importance of gamification, social interaction and perceived enjoyment among young female online buyers in India
inferred← citeshttps://doi.org/10.1108/yc-08-2015-00551openalex-snapshot
Video games and young children’s evolving sense of identity: a qualitative study
inferred← citeshttps://doi.org/10.1109/csci46756.2018.00205openalex-snapshot
Large-Scale Cross-Country Analysis of Steam Popularity
inferred← citeshttps://doi.org/10.1109/digitel.2010.35openalex-snapshot
Examining the Potentials of Computer Games for English Learning
inferred← citeshttps://doi.org/10.1109/hicss.2009.331openalex-snapshot
Online Gaming to Apply for Jobs - The Impact of Self- and E-Assessment on Staff Recruitment
inferred← citeshttps://doi.org/10.1109/hicss.2010.117openalex-snapshot
Conflict, Culture, and Performance in Virtual Teams: Results from a Cross-Cultural Study
inferred← citeshttps://doi.org/10.1109/hicss.2012.655openalex-snapshot
Antecedents of Transactive Memory Systems in Virtual Teams--The Role of Communication, Culture, and Team Size
inferred← citeshttps://doi.org/10.1109/hicss.2014.51openalex-snapshot
The Influence of Personal Traits on Innovative Processes in Virtual Teams
inferred← citeshttps://doi.org/10.1109/hicss.2015.428openalex-snapshot
Why Do People Play Games? A Review of Studies on Adoption and Use
inferred← citeshttps://doi.org/10.1109/icalt.2006.1652553openalex-snapshot
Online Identity as a Leverage Point for Learning in Massively Multiplayer Online Role Playing Games (MMORPGs)
inferred← citeshttps://doi.org/10.1109/ieem.2007.4419226openalex-snapshot
Construction of online game addiction based on player experience
inferred← citeshttps://doi.org/10.1109/iiai-aai.2012.60openalex-snapshot
The Clusters of Gaming Behavior in MMORPG: A Case Study in Taiwan
inferred← citeshttps://doi.org/10.1109/sbgames.2009.21openalex-snapshot
Charack: Tool for Real-Time Generation of Pseudo-Infinite Virtual Worlds for 3D Games
inferred← citeshttps://doi.org/10.1109/tg.2019.2961836openalex-snapshot
Avatars of a Feather Flock Together: Gender Homophily in Online Video Games Revealed via Exponential Random Graph Modeling
inferred← citeshttps://doi.org/10.1109/wiecon-ece57977.2022.10150821openalex-snapshot
Increased Cyber Activities and its Impacts During Covid-19 in Context of Bangladesh: An Exploratory Study
inferred← citeshttps://doi.org/10.1111/ajad.12762openalex-snapshot
Lost in virtual gaming worlds: Grit and its prognostic value for online game addiction
inferred← citeshttps://doi.org/10.1111/ajsp.12558openalex-snapshot
Stereotype content of players of violent and non‐violent games
inferred← citeshttps://doi.org/10.1111/j.1083-6101.2006.00300.xopenalex-snapshot
Where Everybody Knows Your (Screen) Name: Online Games as "Third Places"
inferred← citeshttps://doi.org/10.1111/j.1083-6101.2008.00428.xopenalex-snapshot
Who plays, how much, and why? Debunking the stereotypical gamer profile
inferred← citeshttps://doi.org/10.1111/j.1460-2466.2006.00004.xopenalex-snapshot
Virtual Cultivation: Online Worlds, Offline Perceptions
inferred← citeshttps://doi.org/10.1111/j.1468-2885.2005.tb00334.xopenalex-snapshot
The Emotional Appeal of Violent Video Games for Adolescent Males
inferred← citeshttps://doi.org/10.1111/j.1468-2958.2007.00306.xopenalex-snapshot
Can You Hear Me Now? The Impact of Voice in an Online Gaming Community
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