{"id":{"repo_id":"vu-aus","oai_identifier":"oai:eprints.vu.edu.au:25835"},"canonical_url":"https://search.dev.ndltd.org/etd/vu-aus/oai:eprints.vu.edu.au:25835","repository":{"repo_id":"vu-aus","name":"Victoria University (Australia)","base_url":"https://vuir.vu.edu.au/cgi/oai2"},"display":{"title":"Video Game Addiction and Engagement in Adult Gamers: Differentiation Based on Relationships with Health and Functioning","abstract":"Video game addiction now has a tentative diagnosis in the DSM-5, with its validity hinging on differentiation from close constructs and demonstrable negative consequences. Investigations of candidate consequences have produced mixed results. Deleterious correlates vary across studies, and the few which have investigated confounding factors or temporal precedence draw opposing conclusions. Resultantly expert opinions range from an example of dangerous superficial mental illness proliferation to a genuinely new, pathogenic condition. This PhD measured video game addiction, engagement and the possible negative consequences of diminished health (mental, social and physical) and functioning (at work, study, parenting and in romantic relationships), in adult avid gamers. Possible confounds included measures of satisfaction, stressful events, mental illness history, treatment seeking and coping styles. 506 geographically dispersed participants (84.7% male, mostly mid-twenties in age) were surveyed, with 111 returning to complete the measures six consecutive times. Life circumstances were diverse at baseline, with 62.8% working, 55.3% studying, 14.9% seeking work, 48.9% in a romantic relationship and 9.5% acting in a parenting role.","abstract_html":"Video game addiction now has a tentative diagnosis in the DSM-5, with its validity hinging on differentiation from close constructs and demonstrable negative consequences. Investigations of candidate consequences have produced mixed results. Deleterious correlates vary across studies, and the few which have investigated confounding factors or temporal precedence draw opposing conclusions. Resultantly expert opinions range from an example of dangerous superficial mental illness proliferation to a genuinely new, pathogenic condition. This PhD measured video game addiction, engagement and the possible negative consequences of diminished health (mental, social and physical) and functioning (at work, study, parenting and in romantic relationships), in adult avid gamers. Possible confounds included measures of satisfaction, stressful events, mental illness history, treatment seeking and coping styles. 506 geographically dispersed participants (84.7% male, mostly mid-twenties in age) were surveyed, with 111 returning to complete the measures six consecutive times. Life circumstances were diverse at baseline, with 62.8% working, 55.3% studying, 14.9% seeking work, 48.9% in a romantic relationship and 9.5% acting in a parenting role.","abstract_has_math":false,"creators":["Loton, Daniel"],"institution":"Victoria University","degree_name":"phd","degree_level":"doctoral","degree_discipline":null,"degree_department":null,"school":null,"contributors":[],"advisors":[],"committee_chairs":[],"committee_members":[],"year":2014,"date_issued":"2014","date_published":"2014","updated_at":"2026-07-24T06:33:34Z","subjects":["1701 Psychology","Institute of Sport, Exercise and Active Living (ISEAL)"],"languages":["en"],"rights":[],"rights_urls":[],"identifier_entries":[]},"links":{"outbound_url":null,"outbound_label":null,"outbound_source":null},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:creator","label":"Author","values":["Loton, Daniel"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date","label":"Dc Date","values":["2014"]},{"key":"dc:date.issued","label":"Date","values":["2014"]},{"key":"dc:publisher.department","label":"Dc Publisher Department","values":["Institute of Sport, Exercise and Active Living"]},{"key":"dc:publisher.institution","label":"Dc Publisher Institution","values":["Victoria University"]},{"key":"dc:relation.isreferencedby","label":"Dc Relation Isreferencedby","values":["https://vuir.vu.edu.au/25835/"]},{"key":"dc:type","label":"Dc Type","values":["Thesis"]},{"key":"dc:type.qualificationlevel","label":"Dc Type Qualificationlevel","values":["doctoral"]},{"key":"dc:type.qualificationname","label":"Dc Type Qualificationname","values":["phd"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["1701 Psychology","Institute of Sport, Exercise and Active Living (ISEAL)"]}]},{"id":"language_rights","label":"Language and Rights","entries":[{"key":"dc:language","label":"Dc Language","values":["en"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier.uri","label":"Identifier URI","values":["https://vuir.vu.edu.au/25835/1/LOTON%20Daniel-PhD_nosignature.pdf"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description.abstract","label":"Abstract","values":["Video game addiction now has a tentative diagnosis in the DSM-5, with its validity hinging on differentiation from close constructs and demonstrable negative consequences. Investigations of candidate consequences have produced mixed results. Deleterious correlates vary across studies, and the few which have investigated confounding factors or temporal precedence draw opposing conclusions. Resultantly expert opinions range from an example of dangerous superficial mental illness proliferation to a genuinely new, pathogenic condition. This PhD measured video game addiction, engagement and the possible negative consequences of diminished health (mental, social and physical) and functioning (at work, study, parenting and in romantic relationships), in adult avid gamers. Possible confounds included measures of satisfaction, stressful events, mental illness history, treatment seeking and coping styles. 506 geographically dispersed participants (84.7% male, mostly mid-twenties in age) were surveyed, with 111 returning to complete the measures six consecutive times. Life circumstances were diverse at baseline, with 62.8% working, 55.3% studying, 14.9% seeking work, 48.9% in a romantic relationship and 9.5% acting in a parenting role."]},{"key":"dc:format","label":"Dc Format","values":["text"]},{"key":"dc:title","label":"Title","values":["Video Game Addiction and Engagement in Adult Gamers: Differentiation Based on Relationships with Health and Functioning"]}]}],"canonical_facts":{"dc:creator":["Loton, Daniel"],"dc:date":["2014"],"dc:date.issued":["2014"],"dc:description.abstract":["Video game addiction now has a tentative diagnosis in the DSM-5, with its validity hinging on differentiation from close constructs and demonstrable negative consequences. Investigations of candidate consequences have produced mixed results. Deleterious correlates vary across studies, and the few which have investigated confounding factors or temporal precedence draw opposing conclusions. Resultantly expert opinions range from an example of dangerous superficial mental illness proliferation to a genuinely new, pathogenic condition. This PhD measured video game addiction, engagement and the possible negative consequences of diminished health (mental, social and physical) and functioning (at work, study, parenting and in romantic relationships), in adult avid gamers. Possible confounds included measures of satisfaction, stressful events, mental illness history, treatment seeking and coping styles. 506 geographically dispersed participants (84.7% male, mostly mid-twenties in age) were surveyed, with 111 returning to complete the measures six consecutive times. 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