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Yilmaz, Eyüp; Griffiths, Mark D. – Education and Information Technologies, 2023
Playing games can be one of the most important activities for children to improve their social problem-solving (SPS) skills. Studies that have examined the empirical evidence of playing games concerning children's SPS skills have tended to focus on the function of a single game. Therefore, an overview study is needed to generalize the data by the…
Descriptors: Children, Interpersonal Competence, Problem Solving, Video Games
Cleghorn, Jack; Griffiths, Mark D. – Digital Education Review, 2015
The present study investigated the phenomenon of buying "virtual assets" for game avatars. Virtual Assets are items that are bought with real-world money for an avatar in-game. Weapons, items, pets, mounts and skin customisations are the most popular examples. Using a qualitative methodology--in this case Interpretative phenomenological…
Descriptors: Purchasing, Computer Simulation, Video Games, Qualitative Research
Kowert, Rachel; Griffiths, Mark D.; Oldmeadow, Julian A. – Bulletin of Science, Technology & Society, 2012
The present study sought to examine the extent to which the cultural portrayal of online gamers, often in comical, caricatured, or sensational forms, has become transformed into sets of cognitive associations between the category and traits. A total of 342 participants completed an online survey in which they rated how applicable each of a list of…
Descriptors: Social Status, Organizations (Groups), Role Playing, Stereotypes
King, Daniel L.; Delfabbro, Paul H.; Griffiths, Mark D. – International Journal of Mental Health and Addiction, 2011
The research literature suggests that the structural characteristics of video games may play a considerable role in the initiation, development and maintenance of problematic video game playing. The present study investigated the role of structural characteristics in video game playing behaviour within a sample of 421 video game players aged…
Descriptors: Play, Video Games, Role, Addictive Behavior
McLean, Lavinia; Griffiths, Mark D. – International Journal of Game-Based Learning, 2013
International evidence indicates that the number of females involved in video-gaming is increasing. Within the context of this increase, there is a need to explore the experiences of this group of gamers in detail. This study explored female experiences of playing video-games. Data were collected from an online discussion forum dedicated to…
Descriptors: Video Games, Females, Computer Mediated Communication, Discourse Analysis
Griffiths, Mark D. – International Journal of Mental Health and Addiction, 2010
The paper outlines the advantages, disadvantages, and other implications of using the Internet to collect data from gaming addicts. Drawing from experience of numerous addiction studies carried out online by the author, and by reviewing the methodological literature examining online data collection among both gambling addicts and video game…
Descriptors: Video Games, Participant Observation, Research Methodology, Data Collection
Hussain, Zaheer; Griffiths, Mark D. – International Journal of Mental Health and Addiction, 2009
Massively multiplayer online role-playing games (MMORPGs) are one of the most interesting innovations in the area of online computer gaming. This pilot study set out to examine the psychological and social effects of online gaming using an online questionnaire with particular reference to excessive and "dependent" online gaming. A self-selecting…
Descriptors: Youth Programs, Substance Abuse, Games, Measures (Individuals)

Griffiths, Mark D. – Journal of Adolescence, 1991
Attempts to put ongoing U.S. and United Kingdom amusement machine debates into empirical perspective. Conducts comparative analysis of video games and fruit machines (slot machines) by examining incidence of play, sex differences and psychological characteristics of machine players, observational findings in arcade settings, alleged negative…
Descriptors: Adolescents, Children, Foreign Countries, Games