Oscar Peters

Learn More
Twenty-five novice users of a new mobile communication device, allowing them to be always connected to their e-mail, e-calendar and organizer via GPRS (General Packet Radio Service), were closely tracked for a period of three months. The benefits of being always connected, to be accessible at all times and places make technology-enabled people almost(More)
This study surveyed Dutch adolescents and adults about their video gaming behavior to assess the prevalence of problematic gaming. A representative national panel of 902 respondents aged 14 to 81 took part in the study. The results show that gaming in general is a wide-spread and popular activity among the Dutch population. Browser games (small games played(More)
This study investigated how persuasive messages integrated in an online game affects children‟s cognitive, affective, and conative responses to the brand, as well as their attitude toward the game itself. An experiment conducted among 2453 girls between the ages of 11 and 17 demonstrated that confrontation with interactive brand placement in the game(More)
en de assistent-promotor: dr. A. Heuvelman. " It is utterly implausible that a mathematical formula should make the future known to us, and those who think it can would once have believed in witchcraft " (p. 167). This dissertation focuses on the social psychological determinants of mobile communication technology use and adoption in an attempt to better(More)
This paper focuses on one of the factors that appears to be important in several conceptualizations of how to approach the digital divide: the differential possession of so-called Internet skills. Three largescale performance tests are conducted to reveal the contributions of gender, age, educational level of attainment, Internet experience, and amount of(More)
The aim of this study was to apply the cognitive behavioral model of problematic Internet use to the context of online game use to obtain a better understanding of problematic use of online games and its negative consequences. In total, 597 online game playing adolescents aged 12–22 years participated in this study. Results showed that the cognitive(More)
Although excessive video gaming has been linked to a range of psychological problems in young people, there have been few systematic attempts to conceptualize problem gaming using established psychological theory. The aim of this study was to examine problematic game use (PGU) using the Theory of Planned Behavior (TPB). A two-wave, six-month longitudinal(More)
This study focuses on the role of gaming expectancies, motives and the experiences of gamers in the development of video game behavior, from normal to problematic behavior. Qualitative interviews were conducted among 21 male gamers between 17 and 28 years of age, to get more of an insight into their excessive gaming patterns. Participants were recruited in(More)