-
1
-
-
41149151761
-
Massively Multiplayer Online Role-Playing Games: The past, present, and future
-
Achterbosch, L., Pierce, R. and Simmons, G. 2008. Massively Multiplayer Online Role-Playing Games: The past, present, and future. ACM Computers in Entertainment,: 5
-
(2008)
ACM Computers in Entertainment
, vol.5
-
-
Achterbosch, L.1
Pierce, R.2
Simmons, G.3
-
2
-
-
3142766934
-
-
Indianapolis, IN, Indianapolis, IN,: New Riders Press
-
Bartle, R. 2003. Designing virtual worlds, Indianapolis, IN: New Riders Press.
-
(2003)
Designing virtual worlds
-
-
Bartle, R.1
-
3
-
-
69549107517
-
Problematic Internet use and psychosocial well-being among MMO players
-
Caplan, S., Williams, D. and Yee, N. 2009. Problematic Internet use and psychosocial well-being among MMO players. Computers in Human Behavior, 25: 1312-1319. &
-
(2009)
Computers in Human Behavior
, vol.25
, pp. 1312-1319
-
-
Caplan, S.1
Williams, D.2
Yee, N.3
-
4
-
-
34548230519
-
Social interactions in Massively Multiplayer Online Role-Playing gamers
-
Cole, H. D. and Griffiths, M. D. 2007. Social interactions in Massively Multiplayer Online Role-Playing gamers. CyberPsychology & Behavior, 10: 575-83.
-
(2007)
CyberPsychology & Behavior
, vol.10
, pp. 575-583
-
-
Cole, H.D.1
Griffiths, M.D.2
-
5
-
-
84947792120
-
-
Hoboken, NJ, Hoboken, NJ,: Wiley
-
Collins, L. M. and Lanza, S. T. 2010. Latent class and latent transition analysis, Hoboken, NJ: Wiley.
-
(2010)
Latent class and latent transition analysis
-
-
Collins, L.M.1
Lanza, S.T.2
-
7
-
-
84860994452
-
The development of the Problematic Online Gaming Questionnaire (POGQ)
-
Demetrovics, Z., Urbán, R., Nagygyörgy, K., Farkas, J., Griffiths, M. D., Pápay, O., and Oláh, A. 2012. The development of the Problematic Online Gaming Questionnaire (POGQ). PLoS ONE, 7: e36417
-
(2012)
PLoS ONE
, vol.7
-
-
Demetrovics, Z.1
Urbán, R.2
Nagygyörgy, K.3
Farkas, J.4
Griffiths, M.D.5
Pápay, O.6
Oláh, A.7
-
8
-
-
80052867782
-
Why do you play? The development of the Motives for Online Gaming Questionnaire MOGQ
-
Demetrovics, Z., Urbán, R., Nagygyörgy, K., Farkas, J., Zilahy, D., Mervó, B,and Harmath, E. 2011. Why do you play? The development of the Motives for Online Gaming Questionnaire (MOGQ). Behavior Research Methods, 43: 814-825.
-
(2011)
Behavior Research Methods
, vol.43
, pp. 814-825
-
-
Demetrovics, Z.1
Urbán, R.2
Nagygyörgy, K.3
Farkas, J.4
Zilahy, D.5
Mervó, B.6
Harmath, E.7
-
9
-
-
84870176386
-
-
DFC Intelligence,DFC Intelligence Online 2006,Retrieved from
-
DFC Intelligence. (2006). Online game market forecasts. DFC Intelligence Online 2006. Retrieved from http://www.dfcint.com/news/prjune62006.html(http://www.dfcint.com/news/prjune62006.html)
-
(2006)
Online game market forecasts
-
-
-
10
-
-
84863242731
-
-
DFC Intelligence.DFC Intelligence Online 2009. Retrieved from
-
DFC Intelligence. (2009). Online game market forecasts. DFC Intelligence Online 2009. Retrieved from http://www.dfcint.com/wp/?p=211 (http://www.dfcint.com/wp/?p=211)
-
(2009)
Online game market forecasts
-
-
-
11
-
-
84873166956
-
-
Montreal,Canada, Montreal,: Paper presented at the Conference on Human Factors in Computing Systems, April 22-27
-
Ducheneaut, N., Yee, N., Nickell, E. and Moore, R. J. 2006. Alone together? Exploring the social dynamics of massively multiplayer online games, Montreal,Canada: Paper presented at the Conference on Human Factors in Computing Systems, April 22-27. &
-
(2006)
Alone together? Exploring the social dynamics of massively multiplayer online games
-
-
Ducheneaut, N.1
Yee, N.2
Nickell, E.3
Moore, R.J.4
-
12
-
-
85001760501
-
A cross-genre study of online gaming: Player demographics, motivation for play, and social interactions among players
-
Ghuman, D. and Griffiths, M. D. 2012. A cross-genre study of online gaming: Player demographics, motivation for play, and social interactions among players. International Journal of Cyber Behavior, Psychology and Learning, 2: 13-29.
-
(2012)
International Journal of Cyber Behavior, Psychology and Learning
, vol.2
, pp. 13-29
-
-
Ghuman, D.1
Griffiths, M.D.2
-
14
-
-
77951298841
-
The role of context in online gaming excess and addiction: Some case study evidence
-
Griffiths, M. D. 2010. The role of context in online gaming excess and addiction: Some case study evidence. International Journal of Mental Health and Addiction, 8: 119-125.
-
(2010)
International Journal of Mental Health and Addiction
, vol.8
, pp. 119-125
-
-
Griffiths, M.D.1
-
15
-
-
0037330776
-
Breaking the stereotype: The case of online gaming
-
Griffiths, M. D., Davies, M. N. O. and Chappell, D. 2003. Breaking the stereotype: The case of online gaming. CyberPsychology and Behavior, 6: 81-91.
-
(2003)
CyberPsychology and Behavior
, vol.6
, pp. 81-91
-
-
Griffiths, M.D.1
Davies, M.N.O.2
Chappell, D.3
-
16
-
-
4344689341
-
Demographic factors and playing variables in online computer gaming
-
Griffiths, M. D., Davies, M. N. and Chappell, D. 2004. Demographic factors and playing variables in online computer gaming. CyberPsychology and Behavior, 8: 479-487.
-
(2004)
CyberPsychology and Behavior
, vol.8
, pp. 479-487
-
-
Griffiths, M.D.1
Davies, M.N.2
Chappell, D.3
-
17
-
-
84873143694
-
Social interactions in online gaming
-
Griffiths, M. D., Hussain, Z., Grusser, S. M., Thalemann, R., Cole, H., Davies, M. N. O. and Chappell, D. 2011. Social interactions in online gaming. International Journal of Games-Based Learning, 1: 20-36.
-
(2011)
International Journal of Games-Based Learning
, vol.1
, pp. 20-36
-
-
Griffiths, M.D.1
Hussain, Z.2
Grusser, S.M.3
Thalemann, R.4
Cole, H.5
Davies, M.N.O.6
Chappell, D.7
-
19
-
-
84866277137
-
Online gaming addiction: Classification, prediction and associated risk factors
-
Hussain, Z., Griffiths, M. D. and Baguley, T. 2012. Online gaming addiction: Classification, prediction and associated risk factors. Addiction Research and Theory, 20, 359-371.
-
(2012)
Addiction Research and Theory
, vol.20
, pp. 359-371
-
-
Hussain, Z.1
Griffiths, M.D.2
Baguley, T.3
-
20
-
-
33847750780
-
Appeal of playing online First-Person Shooter Games
-
Jansz, J. and Tanis, M. 2007. Appeal of playing online First-Person Shooter Games. CyberPsychology, Behavior, & Social Networking, 10: 133-136. &
-
(2007)
CyberPsychology, Behavior, & Social Networking
, vol.10
, pp. 133-136
-
-
Jansz, J.1
Tanis, M.2
-
21
-
-
40849124244
-
The relationship between online game addiction and aggression, self-control and narcissistic personality traits
-
Kim, E. J., Namkoong, K., Ku, T. and Kim, S. J. 2008. The relationship between online game addiction and aggression, self-control and narcissistic personality traits. European Psychiatry, 23: 212-218. &
-
(2008)
European Psychiatry
, vol.23
, pp. 212-218
-
-
Kim, E.J.1
Namkoong, K.2
Ku, T.3
Kim, S.J.4
-
22
-
-
77951295368
-
Video game structural characteristics: A new psychological taxonomy
-
King, D. L., Delfabbro, P. H. and Griffiths, M. D. 2010. Video game structural characteristics: A new psychological taxonomy. International Journal of Mental Health and Addiction, 8: 90-106. &
-
(2010)
International Journal of Mental Health and Addiction
, vol.8
, pp. 90-106
-
-
King, D.L.1
Delfabbro, P.H.2
Griffiths, M.D.3
-
24
-
-
84862171644
-
Online gaming addiction in adolescence: A literature review of empirical research
-
Kuss, D. J. and Griffiths, M. D. 2012b. Online gaming addiction in adolescence: A literature review of empirical research. Journal of Behavioral Addiction, 1: 3-22. &
-
(2012)
Journal of Behavioral Addiction
, vol.1
, pp. 3-22
-
-
Kuss, D.J.1
Griffiths, M.D.2
-
25
-
-
79956296888
-
Effects of interactivity in educational games: A mediating role of social presence on learning outcomes
-
Lee, K. M., Jeong, E. J., Park, N. and Ryu, S. 2011. Effects of interactivity in educational games: A mediating role of social presence on learning outcomes. International Journal of Human-Computer Interaction, 27: 620-633. &
-
(2011)
International Journal of Human-Computer Interaction
, vol.27
, pp. 620-633
-
-
Lee, K.M.1
Jeong, E.J.2
Park, N.3
Ryu, S.4
-
26
-
-
84856976969
-
What drives people to continue to play online games? An extension of technology model and theory of planned behavior
-
Lee, M-C. and Tsai, T-R. 2010. What drives people to continue to play online games? An extension of technology model and theory of planned behavior. International Journal of Human-Computer Interaction, 26: 601-620. &
-
(2010)
International Journal of Human-Computer Interaction
, vol.26
, pp. 601-620
-
-
Lee, M.-C.1
Tsai, T.-R.2
-
27
-
-
45549110221
-
The impact of online game character's outward attractiveness and social status on interpersonal attraction
-
Lo, S. 2007. The impact of online game character's outward attractiveness and social status on interpersonal attraction. Computers in Human Behavior, 24: 1947-1958.
-
(2007)
Computers in Human Behavior
, vol.24
, pp. 1947-1958
-
-
Lo, S.1
-
28
-
-
0003753978
-
-
5th, Los Angeles, CA, Los Angeles, CA,: Muthén & Muthén
-
Muthén, L. K. and Muthén, B. O. 1998-2007. Mplus users guide, 5th, Los Angeles, CA: Muthén & Muthén.
-
(1998)
Mplus users guide
-
-
Muthén, L.K.1
Muthén, B.O.2
-
30
-
-
84873188760
-
-
Raleigh, NC, Raleigh, NC,: Lulu Press
-
Rice, R. A. 2006. MMO evolution, Raleigh, NC: Lulu Press.
-
(2006)
MMO evolution
-
-
Rice, R.A.1
-
31
-
-
75149166819
-
-
Hoboken, NJ, Hoboken, NJ,: Wiley, &
-
Safko, R. and Brake, D. 2009. The social media bible: Tactics, tools, and strategies for business success, Hoboken, NJ: Wiley. &
-
(2009)
The social media bible: Tactics, tools, and strategies for business success
-
-
Safko, R.1
Brake, D.2
-
32
-
-
77951286553
-
The dynamic user activities in Massive Multiplayer Online Role-Playing Games
-
Shin, D.-H. 2010. The dynamic user activities in Massive Multiplayer Online Role-Playing Games. International Journal of Human-Computer Interaction, 26: 317-344.
-
(2010)
International Journal of Human-Computer Interaction
, vol.26
, pp. 317-344
-
-
Shin, D.-H.1
-
33
-
-
57649140500
-
Playing MMORPGs: Connection between addiction and identifying with a character
-
Smahel, D., Blinka, L. and Ledabyl, O. 2008. Playing MMORPGs: Connection between addiction and identifying with a character. CyberPsychology and Behavior, 11: 715-718. &
-
(2008)
CyberPsychology and Behavior
, vol.11
, pp. 715-718
-
-
Smahel, D.1
Blinka, L.2
Ledabyl, O.3
-
34
-
-
45649084311
-
Playing online games agains computer- vs. human-controlled opponents: Effects on presence, flow, and enjoyment
-
Weibel, D., Wissmath, B., Habegger, S., Steiner, Y. and Groner, R. 2007. Playing online games agains computer- vs. human-controlled opponents: Effects on presence, flow, and enjoyment. Computers in Human Behavior, 24: 2274-2291. &
-
(2007)
Computers in Human Behavior
, vol.24
, pp. 2274-2291
-
-
Weibel, D.1
Wissmath, B.2
Habegger, S.3
Steiner, Y.4
Groner, R.5
-
35
-
-
84873345078
-
The Comparision of Online Game Experiences by Players in Games of Lineage and EverQuest: Role Play vs. Consumption
-
Vancouver, British Columbia, June 16-20
-
Whang, L. S-M. and Jee, Y. K. The Comparision of Online Game Experiences by Players in Games of Lineage and EverQuest: Role Play vs. Consumption. Proceedings of DiGRA 2005 Conference: Changing Views - Worlds in Play. Vancouver, British Columbia, Canada. June 16-20, 2005.
-
(2005)
Proceedings of DiGRA 2005 Conference: Changing Views - Worlds in Play
-
-
Whang, L.S.-M.1
Jee, Y.K.2
-
36
-
-
51149105247
-
Who plays, how much, and why? Debunking the stereotypical gamer profile
-
Williams, D., Yee, N. and Caplan, S. 2008. Who plays, how much, and why? Debunking the stereotypical gamer profile. Journal of Computer-Mediated Communication, 13: 993-1018. &
-
(2008)
Journal of Computer-Mediated Communication
, vol.13
, pp. 993-1018
-
-
Williams, D.1
Yee, N.2
Caplan, S.3
-
37
-
-
33745434436
-
The demographics, motivations and derived experiences of users of Massively-Multiuser Online Graphical Environments
-
Yee, N. 2006. The demographics, motivations and derived experiences of users of Massively-Multiuser Online Graphical Environments. Teleoperators and Virtual Environments, 15: 309-329.
-
(2006)
Teleoperators and Virtual Environments
, vol.15
, pp. 309-329
-
-
Yee, N.1
-
38
-
-
33847739415
-
Motivations of play in online games
-
Yee, N. 2007. Motivations of play in online games. CyberPsychology and Behavior, 9: 772-775.
-
(2007)
CyberPsychology and Behavior
, vol.9
, pp. 772-775
-
-
Yee, N.1
|