• The associations between low-level gaming, high-level gaming and problematic alcohol use 

      Erevik, Eilin K.; Torsheim, Torbjørn; Andreassen, Cecilie Schou; Krossbakken, Elfrid; Vedaa, Øystein; Pallesen, Ståle (Peer reviewed; Journal article, 2019-12)
      The current study aimed to investigate associations between gaming and different patterns of problematic alcohol use, controlling for important demographics, personality and mental health covariates. Data was collected by ...
    • Measuring loot box consumption and negative consequences: Psychometric investigation of a Swedish version of the Risky Loot Box Index 

      Forsström, David; Chahin, Gabriel; Savander, Samuel; Mentzoni, Rune Aune; Gainsbury, Sally (Journal article; Peer reviewed, 2022)
      Loot boxes are products in videogames that is earned by playing a video game or by buying them. Loot boxes has similar mechanisms as a lottery and there is an ongoing debate if loot boxes are gambling. However, to understand ...
    • Problem gaming and suicidality: A systematic literature review 

      Erevik, Eilin K.; Landrø, Helene; Mattson, Åse Lundegaard; Kristensen, Joakim Hellumbråten; Kaur, Puneet; Pallesen, Ståle (Journal article; Peer reviewed, 2022)
      Background No studies have so far synthesised the current evidence concerning a possible relationship between problem gaming and suicidality. We therefore conducted a systematic review of the literature. Our objective was ...
    • Validation of the 7-Item Domain-General Gambling Harm Scale (DGHS-7) 

      Syvertsen, Andre; Kristensen, Joakim Hellumbråten; Browne, Matthew; LI, En; Pallesen, Ståle (Journal article; Peer reviewed, 2023)
      Introduction Gambling can cause negative consequences affecting finances, work/study, physical and mental health, relationships, law abidingness, and the community. Although existing measures enable investigations of ...