Mark D. Griffiths
Orcid: 0000-0001-8880-6524Affiliations:
- Nottingham Trent University, Department of Psychology, International Gaming Research Unit, United Kingdom
According to our database1,
Mark D. Griffiths
authored at least 114 papers
between 1999 and 2025.
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Bibliography
2025
The Proteus effect in Fallout: New Vegas: Investigating gender-conforming behaviours in videogames.
Entertain. Comput., 2025
2024
Comput. Hum. Behav., April, 2024
The relationship of problematic Facebook use and Facebook context on empathy for pain processing: A functional near-infrared spectroscopy study.
Comput. Hum. Behav., 2024
Exploring user-avatar bond profiles: Longitudinal impacts on internet gaming disorder.
Comput. Hum. Behav., 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
Cyberpsychology Behav. Soc. Netw., 2022
Cyberpsychology Behav. Soc. Netw., 2022
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
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
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
Cyberpsychology Behav. Soc. Netw., 2019
2018
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
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
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
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
Comput. Hum. Behav., 2016
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
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
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
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
Comput. Hum. Behav., 2013
Comput. Hum. Behav., 2013
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
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
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
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
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
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
Cyberpsychology Behav. Soc. Netw., 2008
Proceedings of the iiWAS'2008, 2008
2007
Acquisition, Development, and Maintenance of Online Poker Playing in a Student Sample.
Cyberpsychology Behav. Soc. Netw., 2007
Cyberpsychology Behav. Soc. Netw., 2007
Cyberpsychology Behav. Soc. Netw., 2007
Cyberpsychology Behav. Soc. Netw., 2007
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
Proceedings of the Encyclopedia of Information Science and Technology (5 Volumes), 2005
2004
Cyberpsychology Behav. Soc. Netw., 2004
Cyberpsychology Behav. Soc. Netw., 2004
Cyberpsychology Behav. Soc. Netw., 2004
Cyberpsychology Behav. Soc. Netw., 2004
2003
Cyberpsychology Behav. Soc. Netw., 2003
Cyberpsychology Behav. Soc. Netw., 2003
2002
J. Comput. Assist. Learn., 2002
2000
Cyberpsychology Behav. Soc. Netw., 2000
Cyberpsychology Behav. Soc. Netw., 2000
1999
Internet usage and 'internet addiction' in students and its implications for learning.
J. Comput. Assist. Learn., 1999