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Of the 1,332 sampled, those classified as addicted self-reported the largest percentage of (a) playing online games, (b) scheduling their lives around their gameplay, (c) playing games instead of spending time with family and friends, (d) getting into verbal and physical altercations, and (e) playing to interact with friends and strangers. Statistical analysis, however, revealed no significant differences between the groups, perhaps supporting the idea that players progress through a phase of high engagement before reaching the stage of addiction and that those highly engaged might already show traits or behaviors very similar to, if not the same as, those addicted with regard to certain aspects of their social lives.<\/jats:p>","DOI":"10.1177\/1555412014538811","type":"journal-article","created":{"date-parts":[[2014,7,14]],"date-time":"2014-07-14T01:49:57Z","timestamp":1405302597000},"page":"227-254","update-policy":"https:\/\/doi.org\/10.1177\/sage-journals-update-policy","source":"Crossref","is-referenced-by-count":20,"title":["Distinguishing Addiction From High Engagement"],"prefix":"10.1177","volume":"9","author":[{"given":"Soonhwa","family":"Seok","sequence":"first","affiliation":[{"name":"Korea University, Seoul, Korea"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Boaventura","family":"DaCosta","sequence":"additional","affiliation":[{"name":"Solers Research Group, Orlando, FL, USA"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"179","published-online":{"date-parts":[[2014,7,13]]},"reference":[{"key":"bibr1-1555412014538811","doi-asserted-by":"publisher","DOI":"10.1177\/0743558412464522"},{"key":"bibr3-1555412014538811","doi-asserted-by":"crossref","unstructured":"American Psychological Association. 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