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Dive into the research topics where Jeroen S. Lemmens is active.

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Featured researches published by Jeroen S. Lemmens.


Media Psychology | 2009

Development and validation of a game addiction scale for adolescents

Jeroen S. Lemmens; Patti M. Valkenburg; Jochen Peter

The aim of this study was to develop and validate a scale to measure computer and videogame addiction. Inspired by earlier theories and research on game addiction, we created 21 items to measure seven underlying criteria (i.e., salience, tolerance, mood modification, relapse, withdrawal, conflict, and problems). The dimensional structure of the scale was investigated in two independent samples of adolescent gamers (N = 352 and N = 369). In both samples, a second-order factor model described our data best. The 21-item scale, as well as a shortened 7-item version, showed high reliabilities. Furthermore, both versions showed good concurrent validity across samples, as indicated by the consistent correlations with usage, loneliness, life satisfaction, social competence, and aggression.


Addiction | 2014

An international consensus for assessing internet gaming disorder using the new DSM‐5 approach

Nancy M. Petry; Florian Rehbein; Douglas A. Gentile; Jeroen S. Lemmens; Hans-Jürgen Rumpf; Thomas Mößle; Gallus Bischof; Ran Tao; Daniel S. S. Fung; Guilherme Borges; Marc Auriacombe; Angels González Ibáñez; Philip Tam; Charles P. O'Brien

AIMS For the first time, the Diagnostic and Statistical Manual for Mental Disorders (DSM-5) introduces non-substance addictions as psychiatric diagnoses. The aims of this paper are to (i) present the main controversies surrounding the decision to include internet gaming disorder, but not internet addiction more globally, as a non-substance addiction in the research appendix of the DSM-5, and (ii) discuss the meaning behind the DSM-5 criteria for internet gaming disorder. The paper also proposes a common method for assessing internet gaming disorder. Although the need for common diagnostic criteria is not debated, the existence of multiple instruments reflect the divergence of opinions in the field regarding how best to diagnose this condition. METHODS We convened international experts from European, North and South American, Asian and Australasian countries to discuss and achieve consensus about assessing internet gaming disorder as defined within DSM-5. RESULTS We describe the intended meaning behind each of the nine DSM-5 criteria for internet gaming disorder and present a single item that best reflects each criterion, translated into the 10 main languages of countries in which research on this condition has been conducted. CONCLUSIONS Using results from this cross-cultural collaboration, we outline important research directions for understanding and assessing internet gaming disorder. As this field moves forward, it is critical that researchers and clinicians around the world begin to apply a common methodology; this report is the first to achieve an international consensus related to the assessment of internet gaming disorder.


Psychological Assessment | 2015

The Internet Gaming Disorder Scale

Jeroen S. Lemmens; Patti M. Valkenburg; Douglas A. Gentile

Recently, the American Psychiatric Association included Internet gaming disorder (IGD) in the appendix of the 5th edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). The main aim of the current study was to test the reliability and validity of 4 survey instruments to measure IGD on the basis of the 9 criteria from the DSM-5: a long (27-item) and short (9-item) polytomous scale and a long (27-item) and short (9-item) dichotomous scale. The psychometric properties of these scales were tested among a representative sample of 2,444 Dutch adolescents and adults, ages 13-40 years. Confirmatory factor analyses demonstrated that the structural validity (i.e., the dimensional structure) of all scales was satisfactory. Both types of assessment (polytomous and dichotomous) were also reliable (i.e., internally consistent) and showed good criterion-related validity, as indicated by positive correlations with time spent playing games, loneliness, and aggression and negative correlations with self-esteem, prosocial behavior, and life satisfaction. The dichotomous 9-item IGD scale showed solid psychometric properties and was the most practical scale for diagnostic purposes. Latent class analysis of this dichotomous scale indicated that 3 groups could be discerned: normal gamers, risky gamers, and disordered gamers. On the basis of the number of people in this last group, the prevalence of IGD among 13- through 40-year-olds in the Netherlands is approximately 4%. If the DSM-5 threshold for diagnosis (experiencing 5 or more criteria) is applied, the prevalence of disordered gamers is more than 5%.


Cyberpsychology, Behavior, and Social Networking | 2006

The Appeal of Violent Video Games to Lower Educated Aggressive Adolescent Boys from Two Countries

Jeroen S. Lemmens; Brad J. Bushman; E.A. Konijn

The objective of this study was to test the effect of individual differences on appeal and use of video games. Participants were 299 adolescent boys from lower and higher secondary schools in the Netherlands and Belgium. In general, boys were most attracted to violent video games. Boys that scored higher in trait aggressiveness and lower in empathy were especially attracted to violent games and spent more time playing video games than did boys lower in trait aggressiveness. Lower educated boys showed more appreciation for both violent and nonviolent games and spent more time playing them than did higher educated boys. The present study showed that aggressive and less empathic boys were most attracted to violent games. The fact that heavy users of violent games show less empathy and higher aggressiveness suggests the possibility of desensitization. Other studies have shown that playing violent games increases aggressiveness and decreases empathy. These results combined suggest the possibility of a violence cycle. Aggressive individuals are attracted to violent games. Playing violent games increases aggressiveness and decreases empathy, which in turn leads to increased appreciation and use of violent games.


Computers in Human Behavior | 2016

The Social Media Disorder Scale

Regina J. J. M. van den Eijnden; Jeroen S. Lemmens; Patti M. Valkenburg

There is growing evidence that social media addiction is an evolving problem, particularly among adolescents. However, the absence of an instrument measuring social media addiction hinders further development of the research field. The present study, therefore, aimed to test the reliability and validity of a short and easy to administer Social Media Disorder (SMD) Scale that contains a clear diagnostic cut-off point to distinguish between disordered (i.e. addicted) and high-engaging non-disordered social media users.Three online surveys were conducted among a total of 2198 Dutch adolescents aged 10 to 17. The 9-item scale showed solid structural validity, appropriate internal consistency, good convergent and criterion validity, sufficient test-retest reliability, and satisfactory sensitivity and specificity. In sum, this study generated evidence that the short 9-item scale is a psychometrically sound and valid instruments to measure SMD. The 9-item Social Media Disorder (SMD) Scale is a psychometrically sound instrument.The development of the 9-item SMD-scale was based on the 9 DSM-5 criteria for IGD.The 9-item SMD-scale shows appropriate internal consistency and test-retest reliability.The 9-item SMD-scale demonstrates good convergent and criterion validity.The 9-item SMD-scale shows adequate sensitivity and good specificity.


Cyberpsychology, Behavior, and Social Networking | 2016

Addictive Online Games: Examining the Relationship Between Game Genres and Internet Gaming Disorder.

Jeroen S. Lemmens; Stefan J. F. Hendriks

Internet gaming disorder (IGD) is the most recent term used to describe problematic or pathological involvement with computer or video games. This study examined whether this disorder is more likely to involve pathological involvement with online (i.e., Internet) games as opposed to offline games. We also explored the addictive potential of nine video game genres by examining the relationship between IGD and 2,720 games played by a sample of 13- to 40-year olds (N = 2,442). Although time spent playing both online and offline games was related to IGD, online games showed much stronger correlations. This tendency is also reflected within various genres. Disordered gamers spent more than four times as much time playing online role-playing games than nondisordered gamers and more than thrice as much time playing online shooters, whereas no significant differences for offline games from these genres were found. Results are discussed within the frame of social interaction and competition provided by online games.


Addiction | 2016

Griffiths et al.'s comments on the international consensus statement of internet gaming disorder: furthering consensus or hindering progress?

Nancy M. Petry; Florian Rehbein; Douglas A. Gentile; Jeroen S. Lemmens; Hans-Jürgen Rumpf; Thomas Mößle; Gallus Bischof; Ran Tao; Daniel S. S. Fung; Guilherme Borges; Marc Auriacombe; Angels GonzálezIbáñez; Philip Tam; Charles P. O'Brien

Keywords: Behavioral addiction; diagnosis; DSM-5; gaming; internet gaming disorder; video games


Journal of Media Psychology | 2017

Measuring media multitasking: Development of a short measure of media multitasking for adolescents

Susanne E. Baumgartner; Jeroen S. Lemmens; Wouter D. Weeda; Mariëtte Huizinga

Although media multitasking is an increasingly occurring form of media use, there are currently no validated, short instruments to measure media multitasking among adolescents. The aim of the present study, therefore, was to develop a short media multitasking measure for adolescents (MMM-S). Two studies with a total sample of 2,278 adolescents were conducted. The findings of these studies suggest that the MMM-S is a useful, reliable, and valid measure to assess media multitasking among adolescents. The findings indicate that the concurrent validity of the short measure is equal to that of a more extensive measure. Because of its high utility, the MMM-S may provide an alternative for existing extensive measures of media multitasking.


Computers in Human Behavior | 2011

Psychosocial causes and consequences of pathological gaming

Jeroen S. Lemmens; Patti M. Valkenburg; Jochen Peter


Journal of Youth and Adolescence | 2011

The Effects of Pathological Gaming on Aggressive Behavior

Jeroen S. Lemmens; Patti M. Valkenburg; Jochen Peter

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Jochen Peter

University of Amsterdam

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Nancy M. Petry

University of Connecticut

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Guilherme Borges

Universidad Autónoma Metropolitana

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