Tyrone L Burleigh

Mr. Tyrone L Burleigh

orcid

Research Focus & Metrics

Academic Career Length

10Years (2017-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

View All Publications
7 September 2019 in Current Addiction Reports
Verified
Journal Article
Open access
PDF file
TBTyrone L Burleigh
Tyrone L Burleigh
MGMark D. Griffiths
Mark D. Griffiths
ASAlex Sumich
Alex Sumich
VSVasileios Stavropoulos
Vasileios Stavropoulos
DKDaria J. Kuss
Daria J. Kuss
The playing of videogames has become an everyday occurrence among many adolescents and emerging adults. However, gaming can be problematic and potentially addictive and problematic gamers can experience co-occurring behavioral or substance use-related problems. The aims of the present review were to (i) determine the co-occurrence of potentially addictive behaviors with problematic and disordered gaming, and (ii) elucidate the potential risk factors in the development and maintenance of co-occurrence within disordered gaming.

21 September 2017 in International Journal of Mental Health and Addiction
Verified
Journal Article
Closed access
PDF file
TBTyrone L Burleigh
Tyrone L Burleigh
VSVasilis Stavropoulos
Vasilis Stavropoulos
LLLucas W. L. Liew
Lucas W. L. Liew
BABaxter L. M. Adams
Baxter L. M. Adams
MGMark D. Griffiths
Mark D. Griffiths

30 January 2018 in International Journal of Mental Health and Addiction
Verified
Journal Article
Open access
PDF file
BABaxter L. M. Adams
Baxter L. M. Adams
VSVasilis Stavropoulos
Vasilis Stavropoulos
TBTyrone L Burleigh
Tyrone L Burleigh
LLLucas W. L. Liew
Lucas W. L. Liew
CBCharlotte L. Beard
Charlotte L. Beard
Mark D GriffithsMark D Griffiths
Mark D Griffiths
Understanding risk and protective factors associated with Internet Gaming Disorder (IGD) has been highlighted as a research priority by the American Psychiatric Association, ( 2013 ). The present study focused on the potential IGD risk effect of anxiety and the buffering role of family cohesion on this association. A sample of emerging adults all of whom were massively multiplayer online (MMO) gamers (18–29 years) residing in Australia were assessed longitudinally (face-to-face: N = 61, Mage = 23.02 years, SD = 3.43) and cross-sectionally (online: N = 64, Mage = 23.34 years, SD = 3.39). IGD symptoms were assessed using the nine-item Internet Gaming Disorder Scale-Short Form (IGDS-SF9; Pontes & Griffiths Computers in Human Behavior, 45, 137–143. https://doi.org/10.1016/j.chb.2014.12.006 , 2015 ). The Beck Anxiety Inventory (BAI; Beck and Steer, 1990 ) and the balanced family cohesion scale (BFC; Olson Journal of Marital & Family Therapy, 3(1) 64–80. https://doi.org/10.1111/j.1752-0606.2009.00175.x , 2011 ) were applied to assess anxiety and BFC levels, respectively. Linear regressions and moderation analyses confirmed that anxiety increased IGD risk and that BFC weakened the anxiety-related IGD risk.

1 August 2020 in Addictive Behaviors
Verified
Journal Article
Closed access
TBTyrone L Burleigh
Tyrone L Burleigh
MGMark D. Griffiths
Mark D. Griffiths
ASAlex Sumich
Alex Sumich
GWGrace Wang
Grace Wang
DKDaria Kuss
Daria Kuss

21 December 2017 in Behaviour & Information Technology
Verified
Journal Article
Closed access
VSVasileios Stavropoulos
Vasileios Stavropoulos
MGMark D. Griffiths
Mark D. Griffiths
TBTyrone L Burleigh
Tyrone L Burleigh
DKDaria J. Kuss
Daria J. Kuss
YDYoung Yim Doh
Young Yim Doh
RGRapson Gomez
Rapson Gomez
Internet Addiction (IA) constitutes an excessive Internet use behavior with a significant impact on the user’s well-being. Online flow describes the users’ level of being absorbed by their online activity. The present study investigated age-related, gender, and flow effects on IA in adolescence. The sample comprised 648 adolescents who were assessed twice at age 16 and 18 years. IA was assessed using the Internet Addiction Test and online flow was assessed using the Online Flow Questionnaire. A three-level hierarchical model estimated age-related, gender, and online flow effects on IA symptoms and controlled for clustered random effects. IA symptoms decreased over time (for both genders) with a slower rate in males. Online flow was associated with IA symptoms and this remained consistent over time. Findings expand upon the available literature suggesting that IA symptoms could function as a development-related manifestation at the age of 16 years, while IA-related gender differences gradually increase between 16 and 18 years. Finally, the association between online flow and IA symptoms remained stable independent of age-related effects. The study highlights individual differences and provides directions for more targeted prevention and intervention initiatives for IA.

30 April 2018 in Behaviour & Information Technology
Verified
Journal Article
Closed access
LLLucas W. L. Liew
Lucas W. L. Liew
VSVasilis Stavropoulos
Vasilis Stavropoulos
BABaxter L. M. Adams
Baxter L. M. Adams
TBTyrone L Burleigh
Tyrone L Burleigh
MGMark D. Griffiths
Mark D. Griffiths
Understanding both the risk and protective factors associated with Internet Gaming Disorder (IGD) has been viewed by many in the gaming studies field as an area of research priority. The present study focused on the potential risk and protective effects of user–avatar (game figure) relationship and physical activity (PA), respectively. To address these aims, a cross-sectional and a longitudinal mixed-methods design were combined (comprising both psychological and physiological assessments). A sample of 121 emerging adult gamers (18–29 years) residing in Australia, who played massively multiplayer online games, were assessed in relation to their IGD behaviours using the nine-item Internet Gaming Disorder Scale – Short Form. Additionally, the Proto-Self-Presence (PSP) scale was used to evaluate the extent to which gamers identified with the body of their avatar. Finally, a PA monitor (Fitbit Flex) measured levels of energy consumed during real-world daily activities (active minutes). A number of linear regressions and moderation analyses were conducted. Findings confirmed that PSP functioned as an IGD risk factor and that PA acted protectively, weakening the association between PSP and IGD behaviours. Implications of these findings are discussed in relation to IGD treatment and gaming development aspects.