Authors:Olatz Lopez-Fernandez, Niko Männikkö, Maria Kääriäinen, Mark D. Griffiths and Daria J. Kuss
mobilegamers playing freemium games ( Deloitte, 2015 ). According to a Deloitte ( 2014 ) report, mobile games represent one of the fastest growing sectors of the mobile application industry in Europe. Europeans have adopted mobile games, which have
and predictors of disorder in the general population.
MobileGaming and Pathological Gambling Criteria
The recommendations of Aarseth et al.’s ( 2016 ) paper are important for determining the appropriate diagnostic criteria
Mobilegaming is a subset of video-gaming attracting players of all ages. In 2018 it was estimated that mobilegaming accrued approximately $68.5 billion in revenue globally ( Wijman, 2019 ). Of interest to game designers, and to those concerned
intelligence platform, also reported that European mobilegame download volume reached a record high (increasing by 19%) in March 2020, when strict lockdown measures were implemented ( Broughton, 2020 ). Alarming information on the outbreak in the media has
Authors:Seung-Yup Lee, Hyekyung Choo and Hae Kook Lee
). Considering the increasing popularity of online and mobilegaming around the globe ( Entertainment Software Association, 2016 ; Korea Creative Content Agency, 2015 ), these problems are not confined to Eastern Asia.
Consensus issues in
Authors:Antonius J. Van Rooij and Laura M. Nijkamp
impact of interactive media use does not account for the inherent diversity of new virtual environments. There is a clear difference between “zoning out” in a mobilegame like Candy Crush at a bus stop, physical exercise when playing Pokemon Go
Authors:Yu-Chuan Chiu, Yuan-Chien Pan and Yu-Hsuan Lin
classified into IGD and non-IGD groups according to the cut-off point of the IGDT-10. The demographic data and relevant characteristics of mobilegaming were further compared between these two groups using a χ 2 test or t -test. p < .05 was considered
Authors:Orsolya Király, Mark D. Griffiths, Daniel L. King, Hae-Kook Lee, Seung-Yup Lee, Fanni Bányai, Ágnes Zsila, Zsofia K. Takacs and Zsolt Demetrovics
Internet gaming industry grew rapidly over the past few years in South Korea and in 2014, the Korean online and mobilegame market respectively comprised for 19.1% and 14.3% in the global game market ( Korea Creative Content Agency, 2015 ).