Mark D. Griffiths

Orcid: 0000-0001-8880-6524

Affiliations:
  • Nottingham Trent University, Department of Psychology, International Gaming Research Unit, United Kingdom


According to our database1, Mark D. Griffiths authored at least 111 papers between 1999 and 2024.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

Legend:

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PhD thesis 
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Bibliography

2024
Burnout, resilience, and coping among esports players: A network analysis approach.
Comput. Hum. Behav., April, 2024

2023
Exploring the user-avatar relationship in videogames: A systematic review of the Proteus effect.
Hum. Comput. Interact., November, 2023

Children's social problem-solving skills in playing videogames and traditional games: A systematic review.
Educ. Inf. Technol., September, 2023

Videogame player experiences with micro-transactions: An interpretative phenomenological analysis.
Comput. Hum. Behav., August, 2023

"I am the character, the character is me": A thematic analysis of the user-avatar relationship in videogames.
Comput. Hum. Behav., June, 2023

Psychological predictors of the co-occurrence of problematic gaming, gambling, and social media use among adolescents.
Comput. Hum. Behav., 2023

2022
Social media addiction profiles and their antecedents using latent profile analysis: The contribution of social anxiety, gender, and age.
Telematics Informatics, 2022

The role of healthy emotionality in the relationship between fear of COVID-19 and mental health problems: a cross-sectional study.
Cogn. Process., 2022

Gaming Disorder: A systematic review exploring the user-avatar relationship in videogames.
Comput. Hum. Behav., 2022

A network analysis approach to the relationship between fear of missing out (FoMO), smartphone addiction, and social networking site use among a sample of Chinese university students.
Comput. Hum. Behav., 2022

The relationship between videogame micro-transactions and problem gaming and gambling: A systematic review.
Comput. Hum. Behav., 2022

Comparison of children's social problem-solving skills who play videogames and traditional games: A cross-cultural study.
Comput. Educ., 2022

The Online Flow Questionnaire: An Item Response Theory Examination.
Cyberpsychology Behav. Soc. Netw., 2022

The Spanish Version of the Video Game Functional Assessment-Revised.
Cyberpsychology Behav. Soc. Netw., 2022

Zoom Fatigue, Psychological Distress, Life Satisfaction, and Academic Well-Being.
Cyberpsychology Behav. Soc. Netw., 2022

Fear of COVID-19, loneliness, smartphone addiction, and mental wellbeing among the Turkish general population: a serial mediation model.
Behav. Inf. Technol., 2022

Gaming Disorder, Family Satisfaction and Quality of Life in Dota 2 Gamers: Some Preliminary Results.
Proceedings of the 2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH), 2022

2021
The risk of social media addiction between the ideal/false and true self: Testing a path model through the tripartite person-centered perspective of authenticity.
Telematics Informatics, 2021

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.
Cyberpsychology Behav. Soc. Netw., 2021

The Role of Violent Video Game Exposure, Personality, and Deviant Peers in Aggressive Behaviors Among Adolescents: A Two-Wave Longitudinal Study.
Cyberpsychology Behav. Soc. Netw., 2021

Internet-Related Behaviors and Psychological Distress Among Schoolchildren During the COVID-19 School Hiatus.
Cyberpsychology Behav. Soc. Netw., 2021

Understanding the relationship between the Proteus effect, immersion, and gender among World of Warcraft players: An empirical survey study.
Behav. Inf. Technol., 2021

Social Facilitation Among Gamblers: A Large-Scale Study Using Account-Based Data.
Proceedings of the Fifteenth International AAAI Conference on Web and Social Media, 2021

2020
Unobtrusive monitoring of behavior and movement patterns to detect clinical depression severity level via smartphone.
J. Biomed. Informatics, 2020

The Development of the Online Player Type Scale: Construct Validity and Reliability Testing.
Int. J. Cyber Behav. Psychol. Learn., 2020

Do selfie-expectancies and social appearance anxiety predict adolescents' problematic social media use?
Comput. Hum. Behav., 2020

The use of personalized messages on wagering behavior of Swedish online gamblers: An empirical study.
Comput. Hum. Behav., 2020

Problematic Facebook Use and Problematic Video Gaming Among Female and Male Gamers.
Cyberpsychology Behav. Soc. Netw., 2020

Gaming and Gaming Disorder: A Mediation Model Gender, Salience, Age of Gaming Onset, and Time Spent Gaming.
Cyberpsychology Behav. Soc. Netw., 2020

The Effects of Voluntary Deposit Limit-Setting on Long-Term Online Gambling Expenditure.
Cyberpsychology Behav. Soc. Netw., 2020

2019
Motivational processes and dysfunctional mechanisms of social media use among adolescents: A qualitative focus group study.
Comput. Hum. Behav., 2019

Cross-Cultural Validation of the Compulsive Internet Use Scale in Four Forms and Eight Languages.
Cyberpsychology Behav. Soc. Netw., 2019

The Digital Addiction Scale for Children: Development and Validation.
Cyberpsychology Behav. Soc. Netw., 2019

2018
Moral Disengagement Strategies in Videogame Players and Sports Players.
Int. J. Cyber Behav. Psychol. Learn., 2018

Loyalty towards online games, gaming addiction, and purchase intention towards online mobile in-game features.
Comput. Hum. Behav., 2018

Flow on the Internet: a longitudinal study of Internet addiction symptoms during adolescence.
Behav. Inf. Technol., 2018

Internet Gaming Disorder: the interplay between physical activity and user-avatar relationship.
Behav. Inf. Technol., 2018

2017
UK-Based Police Officers' Perceptions of, and Role in Investigating, Cyber-Harassment as a Crime.
Int. J. Technoethics, 2017

Online Gambling Advertising and the Third-Person Effect: A Pilot Study.
Int. J. Cyber Behav. Psychol. Learn., 2017

Passive Facebook use, Facebook addiction, and associations with escapism: An experimental vignette study.
Comput. Hum. Behav., 2017

The impact of daily emotional demands, job resources and emotional effort on intensive internet use during and after work.
Comput. Hum. Behav., 2017

A multilevel longitudinal study of experiencing virtual presence in adolescence: the role of anxiety and openness to experience in the classroom.
Behav. Inf. Technol., 2017

2016
Prevalence and Characteristics of Game Transfer Phenomena: A Descriptive Survey Study.
Int. J. Hum. Comput. Interact., 2016

Compulsive Internet use and workaholism: An exploratory two-wave longitudinal study.
Comput. Hum. Behav., 2016

Psychometric validation of the Generalized Problematic Internet Use Scale 2 in a Portuguese sample.
Comput. Hum. Behav., 2016

An empirical examination of factors associated with Game Transfer Phenomena severity.
Comput. Hum. Behav., 2016

Spanish validation of the Internet Gaming Disorder-20 (IGD-20) Test.
Comput. Hum. Behav., 2016

The efficacy of a web-based gambling intervention program for high school students: A preliminary randomized study.
Comput. Hum. Behav., 2016

Impact of Internet gambling on problem gambling among adolescents in Italy: Findings from a large-scale nationally representative survey.
Comput. Hum. Behav., 2016

Demonstrating the validity of the Video Game Functional Assessment-Revised (VGFA-R).
Comput. Hum. Behav., 2016

Portuguese Validation of the Internet Gaming Disorder Scale-Short-Form.
Cyberpsychology Behav. Soc. Netw., 2016

2015
Measuring DSM-5 internet gaming disorder: Development and validation of a short psychometric scale.
Comput. Hum. Behav., 2015

An exploratory study of the association between online gaming addiction and enjoyment motivations for playing massively multiplayer online role-playing games.
Comput. Hum. Behav., 2015

Game Transfer Phenomena and its associated factors: An exploratory empirical online survey study.
Comput. Hum. Behav., 2015

Measurement Invariance of the Internet Addiction Test Among Hong Kong, Japanese, and Malaysian Adolescents.
Cyberpsychology Behav. Soc. Netw., 2015

The Game Transfer Phenomena Scale: An Instrument for Investigating the Nonvolitional Effects of Video Game Playing.
Cyberpsychology Behav. Soc. Netw., 2015

2014
Altered Visual Perception in Game Transfer Phenomena: An Empirical Self-Report Study.
Int. J. Hum. Comput. Interact., 2014

A Qualitative Analysis of Online Gaming: Social Interaction, Community, and Game Design.
Int. J. Cyber Behav. Psychol. Learn., 2014

Auditory Experiences in Game Transfer Phenomena: An Empirical Self-Report Study.
Int. J. Cyber Behav. Psychol. Learn., 2014

Problematic Internet use in British adolescents: An exploration of the addictive symptomatology.
Comput. Hum. Behav., 2014

Pathological video game playing in Spanish and British adolescents: Towards the exploration of Internet Gaming Disorder symptomatology.
Comput. Hum. Behav., 2014

The Internet addiction components model and personality: Establishing construct validity via a nomological network.
Comput. Hum. Behav., 2014

Problematic Internet Use and Problematic Online Gaming Are Not the Same: Findings from a Large Nationally Representative Adolescent Sample.
Cyberpsychology Behav. Soc. Netw., 2014

2013
Typology and Sociodemographic Characteristics of Massively Multiplayer Online Game Players.
Int. J. Hum. Comput. Interact., 2013

Female Gamers: A Thematic Analysis of Their Gaming Experience.
Int. J. Game Based Learn., 2013

Violent Video Games and Attitudes Towards Victims of Crime: An Empirical Study Among Youth.
Int. J. Cyber Behav. Psychol. Learn., 2013

Gamers' Attitudes towards Victims of Crime: An Interview Study Using Vignettes.
Int. J. Cyber Behav. Psychol. Learn., 2013

A Scoping Study of the Structural and Situational Characteristics of Internet Gambling.
Int. J. Cyber Behav. Psychol. Learn., 2013

Competitive and Professional Gaming: Discussing Potential Benefits of Scientific Study.
Int. J. Cyber Behav. Psychol. Learn., 2013

Gaming addiction, definition and measurement: A large-scale empirical study.
Comput. Hum. Behav., 2013

Internet addiction in adolescents: Prevalence and risk factors.
Comput. Hum. Behav., 2013

Internet addiction in students: Prevalence and risk factors.
Comput. Hum. Behav., 2013

Psychometric Properties of the Problematic Online Gaming Questionnaire Short-Form and Prevalence of Problematic Online Gaming in a National Sample of Adolescents.
Cyberpsychology Behav. Soc. Netw., 2013

Trajectories of Problem Video Gaming Among Adult Regular Gamers: An 18-Month Longitudinal Study.
Cyberpsychology Behav. Soc. Netw., 2013

2012
An Exploratory Study of Trolling in Online Video Gaming.
Int. J. Cyber Behav. Psychol. Learn., 2012

Perceived Criminality of Cyber-Harassing Behaviors among Undergraduate Students in the United Kingdom.
Int. J. Cyber Behav. Psychol. Learn., 2012

A Cross-Genre Study of Online Gaming: Player Demographics, Motivation for Play, and Social Interactions Among Players.
Int. J. Cyber Behav. Psychol. Learn., 2012

2011
Social Interactions in Online Gaming.
Int. J. Game Based Learn., 2011

An Empirical Study of Problematic Internet Use and Self-Esteem.
Int. J. Cyber Behav. Psychol. Learn., 2011

Effects on Gambling Behaviour of Developments in Information Technology: A Grounded Theoretical Framework.
Int. J. Cyber Behav. Psychol. Learn., 2011

Poker Gambling Virtual Communities: The Use of Computer-Mediated Communication to Develop Cognitive Poker Gambling Skills.
Int. J. Cyber Behav. Psychol. Learn., 2011

Game Transfer Phenomena in Video Game Playing: A Qualitative Interview Study.
Int. J. Cyber Behav. Psychol. Learn., 2011

A Psychometric Comparison of the Internet Addiction Test, the Internet-Related Problem Scale, and Self-Diagnosis.
Cyberpsychology Behav. Soc. Netw., 2011

2010
The Role of Structural Characteristics in Video-Game Play Motivation: A Q-Methodology Study.
Cyberpsychology Behav. Soc. Netw., 2010

Online Gaming Addiction: The Role of Sensation Seeking, Self-Control, Neuroticism, Aggression, State Anxiety, and Trait Anxiety.
Cyberpsychology Behav. Soc. Netw., 2010

2009
Online gaming: a scoping study of massively multi-player online role playing games.
Electron. Commer. Res., 2009

A Pilot Study of Problem Gambling among Student Online Gamblers: Mood States as Predictors of Problematic Behavior.
Cyberpsychology Behav. Soc. Netw., 2009

The Attitudes, Feelings, and Experiences of Online Gamers: A Qualitative Analysis.
Cyberpsychology Behav. Soc. Netw., 2009

Social Responsibility Tools in Online Gambling: A Survey of Attitudes and Behavior among Internet Gamblers.
Cyberpsychology Behav. Soc. Netw., 2009

Sociodemographic Correlates of Internet Gambling: Findings from the 2007 British Gambling Prevalence Survey.
Cyberpsychology Behav. Soc. Netw., 2009

2008
Gender Swapping and Socializing in Cyberspace: An Exploratory Study.
Cyberpsychology Behav. Soc. Netw., 2008

Identity in massively multiplayer online games: a qualitative pilot study.
Proceedings of the iiWAS'2008, 2008

2007
Acquisition, Development, and Maintenance of Online Poker Playing in a Student Sample.
Cyberpsychology Behav. Soc. Netw., 2007

Experiences of Time Loss among Videogame Players: An Empirical Study.
Cyberpsychology Behav. Soc. Netw., 2007

Excessive Computer Game Playing: Evidence for Addiction and Aggression?
Cyberpsychology Behav. Soc. Netw., 2007

Social Interactions in Massively Multiplayer Online Role-Playing Gamers.
Cyberpsychology Behav. Soc. Netw., 2007

Online gaming as an educational tool in learning and training.
Br. J. Educ. Technol., 2007

2006
Affect and the Computer Game Player: The Effect of Gender, Personality, and Game Reinforcement Structure on Affective Responses to Computer Game-Play.
Cyberpsychology Behav. Soc. Netw., 2006

2005
Prevalence of Pathological Internet Use among University Students and Correlations with Self-Esteem, the General Health Questionnaire (GHQ), and Disinhibition.
Cyberpsychology Behav. Soc. Netw., 2005

Online Therapy for Addictive Behaviors.
Cyberpsychology Behav. Soc. Netw., 2005

Internet Abuse and Addiction in the Workplace.
Proceedings of the Encyclopedia of Information Science and Technology (5 Volumes), 2005

2004
Online Data Collection from Video Game Players: Methodological Issues.
Cyberpsychology Behav. Soc. Netw., 2004

The Structural Characteristics of Video Games: A Psycho-Structural Analysis.
Cyberpsychology Behav. Soc. Netw., 2004

Internet Gambling and Social Responsibility: An Exploratory Study.
Cyberpsychology Behav. Soc. Netw., 2004

Demographic Factors and Playing Variables in Online Computer Gaming.
Cyberpsychology Behav. Soc. Netw., 2004

2003
Breaking the Stereotype: The Case of Online Gaming.
Cyberpsychology Behav. Soc. Netw., 2003

Internet Gambling: Issues, Concerns, and Recommendations.
Cyberpsychology Behav. Soc. Netw., 2003

2002
Excessive online computer gaming: implications for education..
J. Comput. Assist. Learn., 2002

2000
Excessive Internet Use: Implications for Sexual Behavior.
Cyberpsychology Behav. Soc. Netw., 2000

Does Internet and Computer "Addiction" Exist? Some Case Study Evidence.
Cyberpsychology Behav. Soc. Netw., 2000

1999
Internet usage and 'internet addiction' in students and its implications for learning.
J. Comput. Assist. Learn., 1999


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