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Playing online video games has become widely prevalent over the last decade (e.g. Mentzoni et al., 2011; Rehbein et al., 2010; Wang et al., 2014). Consequently, concerns have been voiced in regard to addictive online gaming behavior (Mentzoni et al., 2011). At present, research in this area relies on relatively small sample sizes from 174 (Lo et al, 2005) participants to 3405 participants (Wenzel et al, 2009) and are mostly focused on narrow cultural backgrounds or only young adults. The present data is the largest openly available dataset comprising of over 13000 participants from all over the world.
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