Jeroen S Lemmens

Jeroen S Lemmens
University of Amsterdam | UVA

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40
Publications
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5,272
Citations

Publications

Publications (40)
Article
Full-text available
Introduction: The current state of research suggests that personal, environmental, and product-related risk factors contribute to the development and maintenance of gaming disorder. Concerning game related risk factors, evidence points to certain game features contributing to the overall risk of gaming disorder, as for example reward features, soci...
Article
Virtual Reality (VR) provides an enjoyable addition to stationary physical exercise and can improve performance while exercising. The aim of this study is to explore the effectiveness of three interactive virtual environments (i.e., social, relaxing, stressful) on enjoyment and persistence during strength-based exercises. In a within-subjects exper...
Article
Virtual Reality Games offer highly immersive experiences that allow users to effectively dissociate themselves from reality. VR gaming leads to a strong sense of presence and can facilitate the experience of flow among its players. The current study examines how the balance between a player's skill and the difficulty of a VR rhythm game can influen...
Article
The aim of this study was to examine the relevant characteristics and motivations of 1144 international players of FIFA Ultimate Team for spending money on player packs (i.e., loot boxes). Loot boxes have been compared to gambling mechanics as they may both reinforce problematic behavior. Results showed employment status and sensitivity for rewards...
Article
Full-text available
Compared to traditional screen-based media, virtual reality (VR) generally leads to stronger feelings of presence. The current study aimed to investigate whether playing games in VR resulted in a stronger sense of presence than playing on a TV, and whether these feelings of presence affected players’ emotional and physiological responses to the gam...
Article
We examined the symptoms network of the Internet Gaming Disorder (IGD). We recruited 793 heavy game players online and 184 of them were diagnosed with IGD. Here we measured the IGD via the 27-item IGD Scale and analyzed symptoms to examine how they interacted with each other to drive the addictive behaviors. Besides, we also added motives and psych...
Article
Full-text available
Background and aims: For most youngsters, gaming is a fun and innocent leisure activity. However, some adolescents are prone to develop problematic gaming behavior. It is therefore important to have a comprehensive understanding of psychosocial and game-related characteristics that differentiate highly engaged gamers from problematic gamers. To th...
Article
Full-text available
Internet gaming disorder is gaining attention around the world. Some efforts have been directed toward preventing gaming problems from developing or persisting, but few approaches have been empirically evaluated. No known effective prevention intervention exists. Reviewing the broader field of prevention research should help research and best pract...
Article
Full-text available
The proposed introduction of gaming disorder (GD) in the 11th revision of the International Classification of Diseases (ICD-11) developed by the World Health Organization (WHO) has led to a lively debate over the past year. Besides the broad support for the decision in the academic press, a recent publication by van Rooij et al. (2018) repeated the...
Article
The increased prevalence of media multitasking among adolescents has raised concerns that media multitasking may cause attention problems. Despite cross‐sectional evidence of the relationship between media multitasking and attention problems, no study has yet investigated this relationship longitudinally. It is therefore unclear how these two varia...
Article
The proposed introduction of gaming disorder (GD) in the 11th revision of the International Classification of Diseases (ICD-11) developed by the World Health Organization (WHO) has led to a lively debate over the past year. Besides the broad support for the decision in the academic press, a recent publication by van Rooij et al. (2018) repeated the...
Article
The increased prevalence of media multitasking among adolescents has raised concerns that media multitasking may cause attention problems. Despite cross-sectional evidence of the relationship between media multitasking and attention problems, no study has yet investigated this relationship longitudinally. It is therefore unclear how these two varia...
Article
Full-text available
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 Medi...
Article
Full-text available
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...
Article
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 vi...
Article
Full-text available
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-...
Article
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...
Article
The aim of this study was to examine whether behavioral tendencies commonly related to addictive behaviors are also related to problematic computer and video game playing in adolescents. The study of attentional bias and response inhibition, characteristic for addictive disorders, is relevant to the ongoing discussion on whether problematic gaming...
Article
Relations between Reading Behaviour and Educational Scores of Children Relations between Reading Behaviour and Educational Scores of Children A survey (N = 515) was conducted to investigate the relation between the reading behaviour of children and their scores on the Dutch Cito elementary-test (designed to assess their level of education). Results...
Article
DENISE M.J. KORTLEVER & JEROEN S. LEM MENS Relations between Reading Behaviour and Educational Scores of Children A survey (N = 515) was conducted to investigate the relation between the reading behaviour of children and their scores on the Dutch Cito elementary-test (designed to assess their level of education). Results indicate that there is a si...
Article
Pathological use of computer and video games has been associated with indicators of psychosocial well-being, such as loneliness, low self-esteem, low social competence, and low life satisfaction. However, few studies have decisively demonstrated whether these indicators of psychosocial well-being are causes or consequences of pathological gaming. T...
Article
Full-text available
Studies have shown that pathological involvement with computer or video games is related to excessive gaming binges and aggressive behavior. Our aims for this study were to longitudinally examine if pathological gaming leads to increasingly excessive gaming habits, and how pathological gaming may cause an increase in physical aggression. For this p...
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Full-text available
Causes and consequences of pathological gaming among adolescents Causes and consequences of pathological gaming among adolescents Pathological use of video games has been associated with indicators of psychosocial well-being, such as loneliness, low self-esteem, low social competence low life satisfaction, and high aggression. However, few studies...
Article
Full-text available
Jeroen Lemmens deed onderzoek naar gameverslaving. Met een longitudinale onderzoek onder 851 Nederlandse adolescenten toont Lemmens aan dat voornamelijk mannelijke adolescente gamers met psychosociale problemen (zoals eenzaamheid, verminderde sociale competentie en een laag zelfbeeld) een grotere kans hebben om gameverslaving te ontwikkelen. Hoewel...
Article
Pathological use of video games has been associated with indicators of psychosocial well being such as loneliness low self esteem low social competence low life satisfaction and high aggression However few studies have decisively demonstrated whether these indicators of psychosocial well being are causes or consequences of pathological gaming To ad...
Article
Full-text available
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 sca...
Article
Full-text available
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...

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