-
1
-
-
77952711264
-
Correlates of video games playing among adolescent in an Islamic country
-
doi: 10.1186/1471-2458-10-286
-
Allahverdipour, H., Bazargan, M., Farhadinasab, A., and Moeini, B. (2010). Correlates of video games playing among adolescent in an Islamic country. BMC Public Health 10:286. doi: 10.1186/1471-2458-10-286.
-
(2010)
BMC Public Health
, vol.10
, pp. 286
-
-
Allahverdipour, H.1
Bazargan, M.2
Farhadinasab, A.3
Moeini, B.4
-
2
-
-
84868204618
-
Friendship: an old concept with a new meaning?
-
doi: 10.1016/j.chb.2012.05.025
-
Amichai-Hamburger, Y., Kingsbury, M., and Schneider, B. (2013). Friendship: an old concept with a new meaning? Comput. Human Behav. 29, 33-39. doi: 10.1016/j.chb.2012.05.025.
-
(2013)
Comput. Human Behav.
, vol.29
, pp. 33-39
-
-
Amichai-Hamburger, Y.1
Kingsbury, M.2
Schneider, B.3
-
3
-
-
77649200186
-
Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review
-
doi: 10.1037/a0018251
-
Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., et al. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review. Psychol. Bull. 136, 151-173. doi: 10.1037/a0018251.
-
(2010)
Psychol. Bull.
, vol.136
, pp. 151-173
-
-
Anderson, C.A.1
Shibuya, A.2
Ihori, N.3
Swing, E.L.4
Bushman, B.J.5
Sakamoto, A.6
-
4
-
-
80051614431
-
The friendship quality of overtly and relationally victimized children
-
doi: 10.1353/mpq.2011.0009
-
Bagwell, C. L., and Schmidt, M. E. (2011). The friendship quality of overtly and relationally victimized children. Merril Palmer Q. 57, 158-185. doi: 10.1353/mpq.2011.0009.
-
(2011)
Merril Palmer Q.
, vol.57
, pp. 158-185
-
-
Bagwell, C.L.1
Schmidt, M.E.2
-
5
-
-
36849042174
-
Playing for real: video games and stories for health-related behavior change
-
doi: 10.1016/j.amepre.2007.09.027
-
Baranowski, T., Buday, R., Thompson, D., and Baranowski, J. (2008). Playing for real: video games and stories for health-related behavior change. Am. J. Prev. Med. 34, 74-82. doi: 10.1016/j.amepre.2007.09.027.
-
(2008)
Am. J. Prev. Med.
, vol.34
, pp. 74-82
-
-
Baranowski, T.1
Buday, R.2
Thompson, D.3
Baranowski, J.4
-
6
-
-
77950853745
-
'Blissfully productive: grouping and cooperation in world of warcraft instance runs'
-
(New York, NY: ACM), doi: 10.1145/1460563.1460621.
-
Bardzell, S., Bardzell, J., Pace, T., and Reed, K. (2008). "Blissfully productive: grouping and cooperation in world of warcraft instance runs," in Proceedings of the 2008 ACM Conference on Computer Supported Cooperative Work (CSCW '08), (New York, NY: ACM), 357-360. doi: 10.1145/1460563.1460621.
-
(2008)
Proceedings of the 2008 ACM Conference on Computer Supported Cooperative Work (CSCW '08)
, pp. 357-360
-
-
Bardzell, S.1
Bardzell, J.2
Pace, T.3
Reed, K.4
-
7
-
-
33745834754
-
'Feeling strangely fine: the well-being economy in popular games'
-
(Berlin: Springer-Verlag Heidelberg)
-
Barr, P., Khaled, R., Noble, J., and Biddle, R. (2006). "Feeling strangely fine: the well-being economy in popular games," in Proceedings of the First International Conference on Persuasive Technology for Human Well-being (Berlin: Springer-Verlag Heidelberg), 60-71.
-
(2006)
Proceedings of the First International Conference on Persuasive Technology for Human Well-being
, pp. 60-71
-
-
Barr, P.1
Khaled, R.2
Noble, J.3
Biddle, R.4
-
8
-
-
79960005601
-
The role of psychology in understanding the impact of computer games
-
doi: 10.1016/j.entcom.2010.12.002
-
Boyle, E. A., Connolly, T. M., and Hainey, T. (2011). The role of psychology in understanding the impact of computer games. Entertain. Comput. 2, 69-74. doi: 10.1016/j.entcom.2010.12.002.
-
(2011)
Entertain. Comput.
, vol.2
, pp. 69-74
-
-
Boyle, E.A.1
Connolly, T.M.2
Hainey, T.3
-
9
-
-
84863522141
-
-
National Research Prepared by Bond University for the Interactive Games and Entertainment Association. School of Communication and Media, Faculty of Humanities and Social Sciences, Bond University
-
Brand, J. (2012). Digital Australia (2012). National Research Prepared by Bond University for the Interactive Games and Entertainment Association. School of Communication and Media, Faculty of Humanities and Social Sciences, Bond University.
-
(2012)
Digital Australia (2012)
-
-
Brand, J.1
-
10
-
-
85048941923
-
Violent video game exposure and physical aggression in adolescence: tests of the general aggression model
-
Bucolo, D. (2011). Violent video game exposure and physical aggression in adolescence: tests of the general aggression model. Diss. Abstr. Int. 71, 5180.
-
(2011)
Diss. Abstr. Int.
, vol.71
, pp. 5180
-
-
Bucolo, D.1
-
11
-
-
77955889821
-
Reach out central: a serious game designed to engage young men to improve mental health and wellbeing
-
Burns, J., Webb, M., Durkin, L., and Hickie, I. (2010). Reach out central: a serious game designed to engage young men to improve mental health and wellbeing. Med. J. 192, S27-S30.
-
(2010)
Med. J.
, vol.192
-
-
Burns, J.1
Webb, M.2
Durkin, L.3
Hickie, I.4
-
12
-
-
0002953985
-
Origins and functions of positive and negative affect: a control-process view
-
doi: 10.1037/0033-295X.97.1.19
-
Carver, C. S., and Scheier, M. F. (1990). Origins and functions of positive and negative affect: a control-process view. Psychol. Rev. 97, 19-35. doi: 10.1037/0033-295X.97.1.19.
-
(1990)
Psychol. Rev.
, vol.97
, pp. 19-35
-
-
Carver, C.S.1
Scheier, M.F.2
-
13
-
-
8344275050
-
Shyness and locus of control as predictors of internet addiction and internet use
-
doi: 10.1089/cpb.2004.7.559
-
Chak, K., and Leung, L. (2004). Shyness and locus of control as predictors of internet addiction and internet use. Cyberpsychol. Behav. 7, 559-570. doi: 10.1089/cpb.2004.7.559.
-
(2004)
Cyberpsychol. Behav.
, vol.7
, pp. 559-570
-
-
Chak, K.1
Leung, L.2
-
14
-
-
59649111240
-
Gambling near-misses enhance motivation to gamble and recruit win-related brain circuitry
-
doi: 10.1016/j.neuron.2008.12.031
-
Clark, L., Lawrence, A. J., Astley-Jones, F., and Gray, N. (2009). Gambling near-misses enhance motivation to gamble and recruit win-related brain circuitry. Neuron 61, 481-490. doi: 10.1016/j.neuron.2008.12.031.
-
(2009)
Neuron
, vol.61
, pp. 481-490
-
-
Clark, L.1
Lawrence, A.J.2
Astley-Jones, F.3
Gray, N.4
-
15
-
-
34548230519
-
Social interactions in massively multiplayer online role-playing gamers
-
doi: 10.1089/cpb.2007.9988
-
Cole, H., and Griffiths, M. (2007). Social interactions in massively multiplayer online role-playing gamers. Cyberpsychol. Behav. 10, 575-583. doi: 10.1089/cpb.2007.9988.
-
(2007)
Cyberpsychol. Behav.
, vol.10
, pp. 575-583
-
-
Cole, H.1
Griffiths, M.2
-
16
-
-
34548862877
-
Needs met through computer game play among adolescents
-
doi: 10.1016/j.paid.2007.06.021
-
Colwell, J. (2007). Needs met through computer game play among adolescents. Pers. Individ. Dif. 43, 2072-2082. doi: 10.1016/j.paid.2007.06.021.
-
(2007)
Pers. Individ. Dif.
, vol.43
, pp. 2072-2082
-
-
Colwell, J.1
-
19
-
-
78649683074
-
Video-gaming among high school students: health correlates, gender differences, and problematic gaming
-
doi: 10.1542/peds.2009-2706
-
Desai, R. A., Krishnan-Sarin, S., Cavallo, D., and Potenza, M. N. (2010). Video-gaming among high school students: health correlates, gender differences, and problematic gaming. Pediatrics 126:e1414. doi: 10.1542/peds.2009-2706.
-
(2010)
Pediatrics
, vol.126
-
-
Desai, R.A.1
Krishnan-Sarin, S.2
Cavallo, D.3
Potenza, M.N.4
-
20
-
-
0036851617
-
Not so doomed: computer game play and positive adolescent development
-
doi: 10.1016/S0193-3973(02)00124-7
-
Durkin, K., and Barber, B. (2002). Not so doomed: computer game play and positive adolescent development. J. Appl. Dev. Psychol. 23, 373-392. doi: 10.1016/S0193-3973(02)00124-7.
-
(2002)
J. Appl. Dev. Psychol.
, vol.23
, pp. 373-392
-
-
Durkin, K.1
Barber, B.2
-
21
-
-
36148993607
-
The good, the bad and the ugly: a meta-analytic review of positive and negative effects of violent video games
-
doi: 10.1007/s11126-007-9056-9
-
Ferguson, C. J. (2007). The good, the bad and the ugly: a meta-analytic review of positive and negative effects of violent video games. Psychiatr. Q. 78, 309-316. doi: 10.1007/s11126-007-9056-9.
-
(2007)
Psychiatr. Q.
, vol.78
, pp. 309-316
-
-
Ferguson, C.J.1
-
22
-
-
62949190766
-
'Learning and games'
-
ed. K. Salen (Cambridge, MA: The MIT Press)
-
Gee, J. P. (2008). "Learning and games," in The Ecology of Games: Connecting Youth, Games, and Learning, ed. K. Salen (Cambridge, MA: The MIT Press), 21-40.
-
(2008)
The Ecology of Games: Connecting Youth, Games, and Learning
, pp. 21-40
-
-
Gee, J.P.1
-
23
-
-
65549110375
-
Pathological videogame use among youth 8 to 18: a national study
-
doi: 10.1111/j.1467-9280.2009.02340.x
-
Gentile, D. A. (2009). Pathological videogame use among youth 8 to 18: a national study. Psychol. Sci. 20, 594-602. doi: 10.1111/j.1467-9280.2009.02340.x.
-
(2009)
Psychol. Sci.
, vol.20
, pp. 594-602
-
-
Gentile, D.A.1
-
24
-
-
37349065475
-
Violent videogames as exemplary teachers: a conceptual analysis
-
doi: 10.1007/s10964-007-9206-2
-
Gentile, D. A., and Gentile, J. R. (2008). Violent videogames as exemplary teachers: a conceptual analysis. J. Youth Adolesc. 37, 127-141. doi: 10.1007/s10964-007-9206-2.
-
(2008)
J. Youth Adolesc.
, vol.37
, pp. 127-141
-
-
Gentile, D.A.1
Gentile, J.R.2
-
25
-
-
34249079678
-
Excessive computer game playing: evidence for addiction and aggression?
-
doi: 10.1089/cpb.2006.9956
-
Grüsser, S. M., Thalemann, R., and Griffiths, M. D. (2007). Excessive computer game playing: evidence for addiction and aggression? Cyberpsychol. Behav. 10, 290-292. doi: 10.1089/cpb.2006.9956.
-
(2007)
Cyberpsychol. Behav.
, vol.10
, pp. 290-292
-
-
Grüsser, S.M.1
Thalemann, R.2
Griffiths, M.D.3
-
27
-
-
84872493251
-
Flourishing across Europe: application of a new conceptual framework for defining well-being
-
doi: 10.1007/s11205-011-9966-7
-
Huppert, F., and So, T. T. (2013). Flourishing across Europe: application of a new conceptual framework for defining well-being. Soc. Indic. Res. 110, 837-861. doi: 10.1007/s11205-011-9966-7.
-
(2013)
Soc. Indic. Res.
, vol.110
, pp. 837-861
-
-
Huppert, F.1
So, T.T.2
-
28
-
-
0003948484
-
-
Berkeley, CA: University of California, Berkeley, Institute of Personality and Social Research
-
John, O. P., Donahue, E. M., and Kentle, R. L. (1991). The Big Five Inventory-Versions 4a and 54. Berkeley, CA: University of California, Berkeley, Institute of Personality and Social Research.
-
(1991)
The Big Five Inventory-Versions 4a and 54
-
-
John, O.P.1
Donahue, E.M.2
Kentle, R.L.3
-
29
-
-
79953090423
-
'Personality, motivation and video games'
-
OZCHI 2010, Brisbane
-
Johnson, D., and Gardner, J. (2010). "Personality, motivation and video games," in The Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction, OZCHI 2010, Brisbane, 276-279.
-
(2010)
The Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction
, pp. 276-279
-
-
Johnson, D.1
Gardner, J.2
-
30
-
-
79958731124
-
-
Austin, TX: The New Media Consortium
-
Johnson, L., Smith, R., Willis, H., Levine, A., and Haywood, K. (2011). The 2011 Horizon Report. Austin, TX: The New Media Consortium.
-
(2011)
The 2011 Horizon Report
-
-
Johnson, L.1
Smith, R.2
Willis, H.3
Levine, A.4
Haywood, K.5
-
31
-
-
0036594288
-
The mental health continuum: from languishing to flourishing in life
-
doi: 10.2307/3090197
-
Keyes, C. L. M. (2002). The mental health continuum: from languishing to flourishing in life. J. Health Soc. Behav. 43, 207-222. doi: 10.2307/3090197.
-
(2002)
J. Health Soc. Behav.
, vol.43
, pp. 207-222
-
-
Keyes, C.L.M.1
-
32
-
-
78149380796
-
A wan-dering mind is an unhappy mind
-
doi: 10.1126/science.1192439
-
Killingsworth, M. A., and Gilbert, D. T. (2010). A wan-dering mind is an unhappy mind. Science 330, 932. doi: 10.1126/science.1192439.
-
(2010)
Science
, vol.330
, pp. 932
-
-
Killingsworth, M.A.1
Gilbert, D.T.2
-
33
-
-
29544445118
-
Screening for internet addiction: an empirical research on cut-off points for the Chen Internet Addiction Scale
-
doi: 10.1016/S1607-551X(09)70206-2
-
Ko, C., Yen, C., Yen, C., Yen, J., Chen, C., and Chen, S. (2005). Screening for internet addiction: an empirical research on cut-off points for the Chen Internet Addiction Scale. Kaohsiung J. Med. Sci. 21, 545-551. doi: 10.1016/S1607-551X(09)70206-2.
-
(2005)
Kaohsiung J. Med. Sci.
, vol.21
, pp. 545-551
-
-
Ko, C.1
Yen, C.2
Yen, C.3
Yen, J.4
Chen, C.5
Chen, S.6
-
35
-
-
78449304039
-
Psychosocial causes and consequences of pathological gaming
-
doi: 10.1016/j.chb.2010.07.015
-
Lemmens, J., Valkenburg, P., and Peter, J. (2011). Psychosocial causes and consequences of pathological gaming. Comput. Human Behav. 27, 144-152. doi: 10.1016/j.chb.2010.07.015.
-
(2011)
Comput. Human Behav.
, vol.27
, pp. 144-152
-
-
Lemmens, J.1
Valkenburg, P.2
Peter, J.3
-
36
-
-
0030531470
-
Motivation through conscious goal setting, Appl
-
doi: 10.1016/S0962-1849(96)80005-9
-
Locke, E. A. (1996). Motivation through conscious goal setting, Appl. Prev. Psychol. 5, 117-124. doi: 10.1016/S0962-1849(96)80005-9.
-
(1996)
Prev. Psychol.
, vol.5
, pp. 117-124
-
-
Locke, E.A.1
-
38
-
-
59349083394
-
Exposure to violent videogames and aggression in German adolescents: a longitudinal analysis
-
doi: 10.1002/ab.20290
-
Möller, I., and Krahé, B. (2009). Exposure to violent videogames and aggression in German adolescents: a longitudinal analysis. Aggress. Behav. 35, 75-89. doi: 10.1002/ab.20290.
-
(2009)
Aggress. Behav.
, vol.35
, pp. 75-89
-
-
Möller, I.1
Krahé, B.2
-
39
-
-
58449130173
-
The motivating role of violence in video games
-
doi: 10.1177/0146167208327216
-
Przybylski, A. K., Ryan, R. M., and Rigby, C. S. (2009a). The motivating role of violence in video games. Personal. Soc. Psychol. Bull. 35, 243-259. doi: 10.1177/0146167208327216.
-
(2009)
Personal. Soc. Psychol. Bull.
, vol.35
, pp. 243-259
-
-
Przybylski, A.K.1
Ryan, R.M.2
Rigby, C.S.3
-
40
-
-
70350114429
-
Having to versus wanting to play: background and consequences of harmonious versus obsessive engagement in videogames
-
doi: 10.1089/cpb.2009.0083
-
Przybylski, A. K., Weinstein, N., Ryan, R. M., and Rigby, C. S. (2009b). Having to versus wanting to play: background and consequences of harmonious versus obsessive engagement in videogames. Cyberpsychol. Behav. 12, 485-492. doi: 10.1089/cpb.2009.0083.
-
(2009)
Cyberpsychol. Behav.
, vol.12
, pp. 485-492
-
-
Przybylski, A.K.1
Weinstein, N.2
Ryan, R.M.3
Rigby, C.S.4
-
41
-
-
84855479159
-
The ideal self at play: the appeal of video games that let you be all you can be
-
doi: 10.1177/0956797611418676
-
Przybylski, A. K., Weinstein, N., Murrayama, K., Lynch, M. F., and Ryan, R. M. (2011). The ideal self at play: the appeal of video games that let you be all you can be. Pscyhol. Sci. 23, 69-76. doi: 10.1177/0956797611418676.
-
(2011)
Pscyhol. Sci.
, vol.23
, pp. 69-76
-
-
Przybylski, A.K.1
Weinstein, N.2
Murrayama, K.3
Lynch, M.F.4
Ryan, R.M.5
-
43
-
-
77956912218
-
The effectiveness of casual video games in improving mood and decreasing stress
-
Russoniello, C. V., O'Brien, K., and Parks, J. M. (2009). The effectiveness of casual video games in improving mood and decreasing stress. J. Cyber Ther. Rehabil. 2, 53-66.
-
(2009)
J. Cyber Ther. Rehabil.
, vol.2
, pp. 53-66
-
-
Russoniello, C.V.1
O'Brien, K.2
Parks, J.M.3
-
44
-
-
85043751872
-
Self-determination theory and the facilitation of intrinsic motivation, social development, and wellbeing
-
doi: 10.1037/0003-066X.55.1.68
-
Ryan, R. M., and Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development, and wellbeing. Am. Psychol. 55, 68-78. doi: 10.1037/0003-066X.55.1.68.
-
(2000)
Am. Psychol.
, vol.55
, pp. 68-78
-
-
Ryan, R.M.1
Deci, E.L.2
-
45
-
-
54049130673
-
From ego depletion to vitality: theory and findings concerning the facilitation of energy available to the self
-
doi: 10.1111/j.1751-9004.2008.00098.x
-
Ryan, R. M., and Deci, E. L. (2008). From ego depletion to vitality: theory and findings concerning the facilitation of energy available to the self. Soc. Personal. Psychol. Compass 2, 702-717. doi: 10.1111/j.1751-9004.2008.00098.x.
-
(2008)
Soc. Personal. Psychol. Compass
, vol.2
, pp. 702-717
-
-
Ryan, R.M.1
Deci, E.L.2
-
46
-
-
33845628973
-
The motivational pull of video games: a self-determination theory approach
-
doi: 10.1007/s11031-006-9051-8
-
Ryan, R. M., Rigby, C. S., and Przybylski, A. (2006). The motivational pull of video games: a self-determination theory approach. Motiv. Emot. 30, 347-363 doi: 10.1007/s11031-006-9051-8.
-
(2006)
Motiv. Emot.
, vol.30
, pp. 347-363
-
-
Ryan, R.M.1
Rigby, C.S.2
Przybylski, A.3
-
50
-
-
0029269956
-
Coherence and congruence: two aspects of personality integration
-
doi: 10.1037/0022-3514.68.3.531
-
Sheldon, K. M., and Kasser, T. (1995). Coherence and congruence: two aspects of personality integration. J. Pers. Soc. Psychol. 68, 531-543. doi: 10.1037/0022-3514.68.3.531.
-
(1995)
J. Pers. Soc. Psychol.
, vol.68
, pp. 531-543
-
-
Sheldon, K.M.1
Kasser, T.2
-
51
-
-
10244234045
-
Flow and media enjoyment
-
doi: 10.1111/j.1468-2885.2004.tb00318.x
-
Sherry, J. (2004). Flow and media enjoyment. Commun. Theory 14, 328-347. doi: 10.1111/j.1468-2885.2004.tb00318.x.
-
(2004)
Commun. Theory
, vol.14
, pp. 328-347
-
-
Sherry, J.1
-
52
-
-
36148996389
-
'Violent video games and aggression: why can't we find links?'
-
eds. R. Preiss, B. Gayle, N. Burrell, M. Allen, and J. Bryant (Mahwah, NJ: Lawrence Erlbaum Associates)
-
Sherry, J. (2007). "Violent video games and aggression: why can't we find links?" in Mass Media Effects Research: Advances Through Meta-Analysis, eds R. Preiss, B. Gayle, N. Burrell, M. Allen, and J. Bryant (Mahwah, NJ: Lawrence Erlbaum Associates), 231-248.
-
(2007)
Mass Media Effects Research: Advances Through Meta-Analysis
, pp. 231-248
-
-
Sherry, J.1
-
53
-
-
84897929008
-
'Engagement and positive youth development: Creating optimal learning environments'
-
Individual Differences and Cultural and Contextual Factors. APA Handbooks in Psychology. eds. K. Harris, S. Graham, T. Urdan, S. Graham, J. Royer, and M. Zeidner (Washington, DC: American Psychological Association)
-
Shernoff, D. (2012). "Engagement and positive youth development: Creating optimal learning environments," in APA Educational Psychology Handbook, Vol. 2, Individual Differences and Cultural and Contextual Factors. APA Handbooks in Psychology, eds K. Harris, S. Graham, T. Urdan, S. Graham, J. Royer, and M. Zeidner (Washington, DC: American Psychological Association), 195-220.
-
(2012)
APA Educational Psychology Handbook
, vol.2
, pp. 195-220
-
-
Shernoff, D.1
-
54
-
-
56149090865
-
The effects of the presence and contexts of videogame violence on children: a longitudinal study in Japan
-
doi: 10.1177/1046878107306670
-
Shibuya, A., Sakamoto, A., Ihori, N., and Yukawa, S. (2008). The effects of the presence and contexts of videogame violence on children: a longitudinal study in Japan. Simul. Gaming 39, 528-539. doi: 10.1177/1046878107306670.
-
(2008)
Simul. Gaming
, vol.39
, pp. 528-539
-
-
Shibuya, A.1
Sakamoto, A.2
Ihori, N.3
Yukawa, S.4
-
55
-
-
79952193935
-
Restorative magical adventure or warcrack? Motivated MMO play and the pleasures and perils of online experience
-
doi: 10.1177/1555412012440312
-
Snodgrass, J., Dengah, F., Lacy, M., Fagan, J., Most, D., Blank, M., et al. (2012). Restorative magical adventure or warcrack? Motivated MMO play and the pleasures and perils of online experience. Games Cult. 7, 13-28. doi: 10.1177/1555412012440312.
-
(2012)
Games Cult.
, vol.7
, pp. 13-28
-
-
Snodgrass, J.1
Dengah, F.2
Lacy, M.3
Fagan, J.4
Most, D.5
Blank, M.6
-
56
-
-
79952183952
-
Enhancing one life rather than living two: playing MMO's with offline friends
-
doi: 10.1016/j.chb.2011.01.001
-
Snodgrass, J., Lacy, M., Dengah, F., and Fagan, J. (2011a). Enhancing one life rather than living two: playing MMO's with offline friends. Comput. Human Behav. 27, 1211-1222. doi: 10.1016/j.chb.2011.01.001.
-
(2011)
Comput. Human Behav.
, vol.27
, pp. 1211-1222
-
-
Snodgrass, J.1
Lacy, M.2
Dengah, F.3
Fagan, J.4
-
57
-
-
79951721000
-
Magical flight and monstrous stress: technologies of absorption and mental wellness in Azeroth
-
doi: 10.1007/s11013-010-9197-4
-
Snodgrass, J., Lacy, M., Dengah, F., Fagan, J., and Most, D. (2011b). Magical flight and monstrous stress: technologies of absorption and mental wellness in Azeroth. Cul. Med. Psychiatry 35, 26-62. doi: 10.1007/s11013-010-9197-4.
-
(2011)
Cul. Med. Psychiatry
, vol.35
, pp. 26-62
-
-
Snodgrass, J.1
Lacy, M.2
Dengah, F.3
Fagan, J.4
Most, D.5
-
59
-
-
78349293447
-
Why MMORPG players do what they do: relating motivations to action categories
-
doi: 10.1504/IJAMC.2010.036838
-
Suznjevic, M., and Matijasevic, M. (2010). Why MMORPG players do what they do: relating motivations to action categories. Int. J. Adv. Media Commun. 4, 405. doi: 10.1504/IJAMC.2010.036838.
-
(2010)
Int. J. Adv. Media Commun.
, vol.4
, pp. 405
-
-
Suznjevic, M.1
Matijasevic, M.2
-
61
-
-
84857363004
-
The social side of gaming: how playing online computer games creates online and offline social support
-
doi: 10.1016/j.chb.2011.12.003
-
Trepte, S., Reinecke, L., and Juechens, K. (2012). The social side of gaming: how playing online computer games creates online and offline social support. Comput. Human Behav. 28, 832-839. doi: 10.1016/j.chb.2011.12.003.
-
(2012)
Comput. Human Behav.
, vol.28
, pp. 832-839
-
-
Trepte, S.1
Reinecke, L.2
Juechens, K.3
-
62
-
-
79151483669
-
Online communication among adolescents: an integrated model of its attraction, opportunities, and risks
-
doi: 10.1016/j.jadohealth.2010.08.020
-
Valkenburg, P. M., and Peter, J. (2011). Online communication among adolescents: an integrated model of its attraction, opportunities, and risks. J. Adolesc. Health 48, 121-127. doi: 10.1016/j.jadohealth.2010.08.020.
-
(2011)
J. Adolesc. Health
, vol.48
, pp. 121-127
-
-
Valkenburg, P.M.1
Peter, J.2
-
63
-
-
78649999625
-
Online videogame addiction: identification of addicted adolescent gamers
-
doi: 10.1111/j.1360-0443.2010.03104.x
-
Van Rooij, A. J., Schoenmakers, T. M., Vermulst, A. A., van den Eijnden, R. J. J. M., and van de Mheen, D. (2011). Online videogame addiction: identification of addicted adolescent gamers. Addiction 106, 205-212. doi: 10.1111/j.1360-0443.2010.03104.x.
-
(2011)
Addiction
, vol.106
, pp. 205-212
-
-
Van Rooij, A.J.1
Schoenmakers, T.M.2
Vermulst, A.A.3
van den Eijnden, R.J.J.M.4
van de Mheen, D.5
-
64
-
-
64749089070
-
Relationships between electronic game play, obesity, and psychosocial functioning in young men
-
doi: 10.1089/cpb.2008.0151
-
Wack, E., and Tantleff-Dunn, S. (2009). Relationships between electronic game play, obesity, and psychosocial functioning in young men. Cyberpsychol. Behav. 12, 241-2444. doi: 10.1089/cpb.2008.0151.
-
(2009)
Cyberpsychol. Behav.
, vol.12
, pp. 241-2444
-
-
Wack, E.1
Tantleff-Dunn, S.2
-
65
-
-
39449134832
-
Passion and intrinsic motivation in digital gaming
-
doi: 10.1089/cpb.2007.0004
-
Wang, C. K., Khoo, A., Liu, W. C., and Divaharan, S. (2008). Passion and intrinsic motivation in digital gaming. Cyberpscyhol. Behav. 11, 39-45. doi: 10.1089/cpb.2007.0004.
-
(2008)
Cyberpscyhol. Behav.
, vol.11
, pp. 39-45
-
-
Wang, C.K.1
Khoo, A.2
Liu, W.C.3
Divaharan, S.4
-
66
-
-
34547556576
-
From tree house to barracks: the social life of guilds in World of Warcraft
-
doi: 10.1177/1555412006292616
-
Williams, D., Ducheneaut, N., Xiong, L., Zhang, Y., Yee, N., and Nickell, E. (2006). From tree house to barracks: the social life of guilds in World of Warcraft. Games Cult. 1, 338-361. doi: 10.1177/1555412006292616.
-
(2006)
Games Cult.
, vol.1
, pp. 338-361
-
-
Williams, D.1
Ducheneaut, N.2
Xiong, L.3
Zhang, Y.4
Yee, N.5
Nickell, E.6
-
69
-
-
33847739415
-
Motivations for playing online games
-
doi: 10.1089/cpb.2006.9.772
-
Yee, N. (2006). Motivations for playing online games. Cyberpsychol. Behav. 9, 772-775. doi: 10.1089/cpb.2006.9.772.
-
(2006)
Cyberpsychol. Behav.
, vol.9
, pp. 772-775
-
-
Yee, N.1
|