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Ruth Festl

Researcher at Leibniz Institute for Neurobiology

Publications -  17
Citations -  891

Ruth Festl is an academic researcher from Leibniz Institute for Neurobiology. The author has contributed to research in topics: Video game & Psychosocial. The author has an hindex of 9, co-authored 17 publications receiving 724 citations. Previous affiliations of Ruth Festl include University of Hohenheim.

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Problematic computer game use among adolescents, younger and older adults.

TL;DR: Following Gaming Addiction Short Scale criteria, gaming addiction is currently not a widespread phenomenon among adolescents and adults in Germany.
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To dwell among gamers: Investigating the relationship between social online game use and gaming-related friendships

TL;DR: It is found that social online gamers are well integrated and use the game to spend time with old friends—and to recruit new ones, and suggest that gaming-related ties might be very useful: especially modality switching between the two spheres might lead to strong ties and accordingly to additional bonding social capital.
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Unpopular, Overweight, and Socially Inept: Reconsidering the Stereotype of Online Gamers

TL;DR: The results indicate that the stereotype of online gamers is not fully supported empirically, but a majority of the stereotypical attributes was found to hold a stronger relationship with more involved online players than video game players as a whole, indicating an empirical foundation for the unique stereotypes that have emerged for this particular subgroup of video gamePlayers.
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Longitudinal patterns of problematic computer game use among adolescents and adults—a 2‐year panel study

TL;DR: Within a 2-year time-frame, problematic use of computer games appears to be a less stable behaviour than reported previously and not related systematically to negative changes in the gamers' lives.
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Social gaming, lonely life? The impact of digital game play on adolescents' social circles

TL;DR: Support is provided for the emergence of social displacement effects of online video game play on users' socialization, particularly among adolescent players and its potential negative influence on the development and maintenance of social skills.