TY - JOUR
T1 - Gaming Disorder Among Female Adolescents
T2 - A Hidden Problem?
AU - King, Daniel L.
AU - Potenza, Marc N.
PY - 2020/6
Y1 - 2020/6
N2 - The global popularity of online gaming continues to grow, asthe gaming industry diversifies its products and leverages newtechnologies to expand its market [1,2]. Although the main-stream media tend to focus on best-selling competitive onlineshooter games, such asFortniteandCall of Duty,gaming hasbecome quite diverse and wide ranging. Gaming innovationshave occurred in genres (e.g., role-playing, simulation, and puz-zles), hardware and accessibility (e.g., smartphones, tablets, andvirtual reality), social features (e.g., cooperation and teamwork),and playability (e.g., interactive narrative and content creation).The industry has also expanded its social functionality by linkingand integrating games with social media and streaming plat-forms (e.g.,TwitchandMixer)[3]. Such developments have likelycontributed to changing demographic profiles of gamers, whichinclude an increasing female adolescent population involved ingaming activities, particularly those that intersect with socialmedia and related online activities.
AB - The global popularity of online gaming continues to grow, asthe gaming industry diversifies its products and leverages newtechnologies to expand its market [1,2]. Although the main-stream media tend to focus on best-selling competitive onlineshooter games, such asFortniteandCall of Duty,gaming hasbecome quite diverse and wide ranging. Gaming innovationshave occurred in genres (e.g., role-playing, simulation, and puz-zles), hardware and accessibility (e.g., smartphones, tablets, andvirtual reality), social features (e.g., cooperation and teamwork),and playability (e.g., interactive narrative and content creation).The industry has also expanded its social functionality by linkingand integrating games with social media and streaming plat-forms (e.g.,TwitchandMixer)[3]. Such developments have likelycontributed to changing demographic profiles of gamers, whichinclude an increasing female adolescent population involved ingaming activities, particularly those that intersect with socialmedia and related online activities.
KW - online gaming
KW - female
KW - adolescent
KW - online activities
KW - social media
KW - gaming activities
KW - hazardous gaming
KW - gaming disorder
UR - http://www.scopus.com/inward/record.url?scp=85085301230&partnerID=8YFLogxK
UR - http://purl.org/au-research/grants/ARC/DE170101198
U2 - 10.1016/j.jadohealth.2020.03.011
DO - 10.1016/j.jadohealth.2020.03.011
M3 - Comment/debate
C2 - 32473719
AN - SCOPUS:85085301230
SN - 1054-139X
VL - 66
SP - 650
EP - 652
JO - Journal of Adolescent Health
JF - Journal of Adolescent Health
IS - 6
ER -