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Video-arcade game, computer game and Internet activities of Australian students: Participation habits and prevalence of addiction

Citation

Thomas, NJ and Martin, F, Video-arcade game, computer game and Internet activities of Australian students: Participation habits and prevalence of addiction, Australian Journal of Psychology, 62, (2) pp. 59-66. ISSN 0004-9530 (2009) [Refereed Article]

DOI: doi:10.1080/00049530902748283

Abstract

The aim of the present study was to investigate participation habits and prevalence of addiction among Australian university and school students to video-arcade games, computer games, and the Internet. A sample of 1,326 (657 female) students from rural and urban Tasmanian schools (Grades 7-12) and 705 (509 female) university students took part in the study. Lifetime participation and the frequency and duration of time that students spent online were higher than that reported in previous research on youth. A lower percentage of students met the modified criteria for addiction to video-arcade games (4.2%), computer games (5%) and the Internet (4.6%) compared to previous studies, but the prevalence of social computer game users (55.2%) and Internet addiction (58.9%) was higher than that reported by past researchers. © The Australian Psychological Society Ltd.

Item Details

Item Type:Refereed Article
Research Division:Psychology and Cognitive Sciences
Research Group:Psychology
Research Field:Health, Clinical and Counselling Psychology
Objective Division:Health
Objective Group:Public Health (excl. Specific Population Health)
Objective Field:Behaviour and Health
Author:Thomas, NJ (Dr Naomi Thomas)
Author:Martin, F (Associate Professor Frances Martin)
ID Code:56238
Year Published:2009
Web of Science® Times Cited:30
Deposited By:Psychology
Deposited On:2009-04-06
Last Modified:2011-09-26
Downloads:0

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