-
2
-
-
33745081175
-
-
Berkshire, UK: Open University Press
-
T.Berker,, M.Hartmann,, & Y.Punie, (2006). Domestication of media and technology. Berkshire, UK: Open University Press.
-
(2006)
Domestication of media and technology.
-
-
Berker, T.1
Hartmann, M.2
Punie, Y.3
-
3
-
-
84920589316
-
The challenge of measuring the use of computer games
-
Fromme J., Unger A., (eds), Dordrecht, The Netherlands: Springer
-
C.Blake,, & C.Klimmt, (2012). The challenge of measuring the use of computer games. In J.Fromme & A.Unger (Eds.), Computer games and new media cultures (pp. 357–369). Dordrecht, The Netherlands: Springer.
-
(2012)
Computer games and new media cultures
, pp. 357-369
-
-
Blake, C.1
Klimmt, C.2
-
7
-
-
0029130577
-
Constructing validity: Basic issues in objective scale development
-
L.A.Clark,, & D.Watson, (1995). Constructing validity: Basic issues in objective scale development. Psychological Assessment, 7(3), 309–319. doi:10.1037/1040-3590.7.3.309
-
(1995)
Psychological Assessment
, vol.7
, Issue.3
, pp. 309-319
-
-
Clark, L.A.1
Watson, D.2
-
9
-
-
84897932327
-
In pursuit of play: Toward a social cognitive understanding of determinants of digital play
-
F.De Grove,, V.Cauberghe,, & J.Van Looy, (2014). In pursuit of play: Toward a social cognitive understanding of determinants of digital play. Communication Theory, 24, 205–223. doi:10.1111/comt.12030
-
(2014)
Communication Theory
, vol.24
, pp. 205-223
-
-
De Grove, F.1
Cauberghe, V.2
Van Looy, J.3
-
12
-
-
84874336803
-
Friends, fun, frustration and fantasy: Child motivations for video game play
-
C.J.Ferguson,, & C.K.Olson, (2013). Friends, fun, frustration and fantasy: Child motivations for video game play. Motivation and Emotion, 37(1), 154–164. doi:10.1007/s11031-012-9284-7
-
(2013)
Motivation and Emotion
, vol.37
, Issue.1
, pp. 154-164
-
-
Ferguson, C.J.1
Olson, C.K.2
-
13
-
-
0003506109
-
-
Upper Saddle River, NJ: Prentice Hall
-
J.F.Hair,, W.C.Black,, B.Babin,, R.E.Anderson,, & R.L.Tatham, (2006). Multivariate data analysis. Upper Saddle River, NJ: Prentice Hall.
-
(2006)
Multivariate data analysis.
-
-
Hair, J.F.1
Black, W.C.2
Babin, B.3
Anderson, R.E.4
Tatham, R.L.5
-
14
-
-
61249520783
-
Media repertoires as a result of selective media use. A conceptual approach to the analysis of patterns of exposure
-
U.Hasebrink,, & J.Popp, (2006). Media repertoires as a result of selective media use. A conceptual approach to the analysis of patterns of exposure. Communications, 31(3), 369–387. doi:10.1515/COMMUN.2006.023
-
(2006)
Communications
, vol.31
, Issue.3
, pp. 369-387
-
-
Hasebrink, U.1
Popp, J.2
-
15
-
-
84885350925
-
Individual differences in motives, preferences, and pathology in video games: The gaming attitudes, motives, and experiences scales (GAMES)
-
J.Hilgard,, C.R.Engelhardt,, & B.D.Bartholow, (2013). Individual differences in motives, preferences, and pathology in video games: The gaming attitudes, motives, and experiences scales (GAMES). Frontiers in Psychology, 4, 1–13. doi:10.3389/fpsyg.2013.00608
-
(2013)
Frontiers in Psychology
, vol.4
, pp. 1-13
-
-
Hilgard, J.1
Engelhardt, C.R.2
Bartholow, B.D.3
-
16
-
-
80052142608
-
Uses and gratifications of social games: Blending social networking and game play
-
J.Hou, (2011). Uses and gratifications of social games: Blending social networking and game play. First Monday, 16(7). Retrieved from http://firstmonday.org/article/view/3517/3020
-
(2011)
First Monday
, vol.16
, Issue.7
-
-
Hou, J.1
-
17
-
-
84880871508
-
-
Interactive Software Federation of Europe. (2012). Videogames in Europe: Consumer study. Retrieved from http://www.isfe.eu/videogames-europe-2012-consumer-study
-
(2012)
Videogames in Europe: Consumer study.
-
-
-
18
-
-
33847750780
-
Appeal of playing online first person shooter games
-
J.Jansz,, & M.Tanis, (2007). Appeal of playing online first person shooter games. CyberPsychology & Behavior, 10(1), 133–136. doi:10.1089/cpb.2006.9981
-
(2007)
CyberPsychology & Behavior
, vol.10
, Issue.1
, pp. 133-136
-
-
Jansz, J.1
Tanis, M.2
-
19
-
-
79959469332
-
At least nine ways to play: Approaching gamer mentalities
-
K.P.Kallio,, F.Mäyrä,, & K.Kaipainen, (2011). At least nine ways to play: Approaching gamer mentalities. Games and Culture, 6(4), 327–353. doi:10.1177/1555412010391089
-
(2011)
Games and Culture
, vol.6
, Issue.4
, pp. 327-353
-
-
Kallio, K.P.1
Mäyrä, F.2
Kaipainen, K.3
-
20
-
-
84865568116
-
Development and validation of the gaming motivation scale (GAMS)
-
M.A.K.Lafrenière,, J.Verner-Filion,, & R.J.Vallerand, (2012). Development and validation of the gaming motivation scale (GAMS). Personality and Individual Differences, 53(7), 827–831. doi:10.1016/j.paid.2012.06.013
-
(2012)
Personality and Individual Differences
, vol.53
, Issue.7
, pp. 827-831
-
-
Lafrenière, M.A.K.1
Verner-Filion, J.2
Vallerand, R.J.3
-
21
-
-
77953142299
-
The problem of media habits
-
R.LaRose, (2010). The problem of media habits. Communication Theory, 20(2), 194–222. doi:10.1111/j.1468-2885.2010.01360.x
-
(2010)
Communication Theory
, vol.20
, Issue.2
, pp. 194-222
-
-
LaRose, R.1
-
22
-
-
33646516565
-
Social cognitive theory of internet uses and gratifications: Toward a new model of media attendance
-
R.LaRose,, & M.S.Eastin, (2004). Social cognitive theory of internet uses and gratifications: Toward a new model of media attendance. Journal of Broadcasting & Electronic Media, 48(3), 358–377. doi:10.1207/s15506878jobem4803_2
-
(2004)
Journal of Broadcasting & Electronic Media
, vol.48
, Issue.3
, pp. 358-377
-
-
LaRose, R.1
Eastin, M.S.2
-
23
-
-
38349004784
-
A socio-cognitive model of video game usage
-
D.Lee,, & R.LaRose, (2007). A socio-cognitive model of video game usage. Journal of Broadcasting & Electronic Media, 51(4), 632–650. doi:10.1080/08838150701626511
-
(2007)
Journal of Broadcasting & Electronic Media
, vol.51
, Issue.4
, pp. 632-650
-
-
Lee, D.1
LaRose, R.2
-
24
-
-
84939244574
-
Construct and predictive validity of a brief MMO player motivation scale: Cross-sectional and longitudinal evidence based on Singaporean young gamers
-
D.D.Li,, A.K.Liau,, D.A.Gentile,, A.Khoo,, & W.D.Cheong, (2012). Construct and predictive validity of a brief MMO player motivation scale: Cross-sectional and longitudinal evidence based on Singaporean young gamers. Journal of Children and Media, 7(3), 287–306. doi:10.1080/17482798.2012.712918
-
(2012)
Journal of Children and Media
, vol.7
, Issue.3
, pp. 287-306
-
-
Li, D.D.1
Liau, A.K.2
Gentile, D.A.3
Khoo, A.4
Cheong, W.D.5
-
25
-
-
0001099947
-
The attenuation paradox in test theory
-
J.Loevinger, (1954). The attenuation paradox in test theory. Psychological Bulletin, 51(5), 493–504. doi:10.1037/h0058543
-
(1954)
Psychological Bulletin
, vol.51
, Issue.5
, pp. 493-504
-
-
Loevinger, J.1
-
26
-
-
84870324292
-
Identifying careless responses in survey data
-
A.W.Meade,, & S.B.Craig, (2012). Identifying careless responses in survey data. Psychological Methods, 17(3), 437–455. doi:10.1037/a0028085
-
(2012)
Psychological Methods
, vol.17
, Issue.3
, pp. 437-455
-
-
Meade, A.W.1
Craig, S.B.2
-
27
-
-
84961200950
-
BrainHex: A neurobiological gamer typology survey
-
Anacleto J.C., Fels S., Graham N., Kapralos B., El-Nasr M.S., Stanley K., (eds), New York, NY: Springer
-
L.E.Nacke,, C.Bateman,, & R.L.Mandryk, (2013). BrainHex: A neurobiological gamer typology survey. In J.C.Anacleto, S.Fels, N.Graham, B.Kapralos, M.S.El-Nasr, & K.Stanley (Eds.), Entertainment computing (pp. 288–293). New York, NY: Springer.
-
(2013)
Entertainment computing
, pp. 288-293
-
-
Nacke, L.E.1
Bateman, C.2
Mandryk, R.L.3
-
29
-
-
77953822847
-
A motivational model of video game engagement
-
A.K.Przybylski,, C.S.Rigby,, & R.M.Ryan, (2010). A motivational model of video game engagement. Review of General Psychology, 14(2), 154–166. doi:10.1037/a0019440
-
(2010)
Review of General Psychology
, vol.14
, Issue.2
, pp. 154-166
-
-
Przybylski, A.K.1
Rigby, C.S.2
Ryan, R.M.3
-
30
-
-
70350114429
-
Having to versus wanting to play: Background and consequences of harmonious versus obsessive engagement in video games
-
A.K.Przybylski,, N.Weinstein,, R.M.Ryan,, & C.S.Rigby, (2009). Having to versus wanting to play: Background and consequences of harmonious versus obsessive engagement in video games. CyberPsychology & Behavior, 12(5), 485–492. doi:10.1089/cpb.2009.0083
-
(2009)
CyberPsychology & Behavior
, vol.12
, Issue.5
, pp. 485-492
-
-
Przybylski, A.K.1
Weinstein, N.2
Ryan, R.M.3
Rigby, C.S.4
-
31
-
-
33845628973
-
The motivational pull of video games: A self-determination theory approach
-
R.M.Ryan,, C.S.Rigby,, & A.Przybylski, (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30(4), 344–360. doi:10.1007/s11031-006-9051-8
-
(2006)
Motivation and Emotion
, vol.30
, Issue.4
, pp. 344-360
-
-
Ryan, R.M.1
Rigby, C.S.2
Przybylski, A.3
-
32
-
-
38349028662
-
Video game uses and gratifications as predictors of use and game preference
-
Vorderer P., Bryant J., (eds), London, UK: Routledge
-
J.L.Sherry,, K.Lucas,, B.S.Greenberg,, & K.Lachlan, (2006). Video game uses and gratifications as predictors of use and game preference. In P.Vorderer & J.Bryant (Eds.), Playing video games: Motives, responses, and consequences (pp. 213–224). London, UK: Routledge.
-
(2006)
Playing video games: Motives, responses, and consequences
, pp. 213-224
-
-
Sherry, J.L.1
Lucas, K.2
Greenberg, B.S.3
Lachlan, K.4
-
34
-
-
78149404062
-
Defining media enjoyment as the satisfaction of intrinsic needs
-
R.Tamborini,, N.D.Bowman,, A.Eden,, M.Grizzard,, & A.Organ, (2010). Defining media enjoyment as the satisfaction of intrinsic needs. Journal of Communication, 60(4), 758–777. doi:10.1111/j.1460-2466.2010.01513.x
-
(2010)
Journal of Communication
, vol.60
, Issue.4
, pp. 758-777
-
-
Tamborini, R.1
Bowman, N.D.2
Eden, A.3
Grizzard, M.4
Organ, A.5
-
35
-
-
0012253128
-
Latent class cluster analysis
-
Hagenaars J.A., McCutcheon A.L., (eds), New York, NY: Cambridge University Press
-
J.Vermunt,, & J.Magidson, (2002). Latent class cluster analysis. In J.A.Hagenaars & A.L.McCutcheon (Eds.), Applied latent class analysis (pp. 89–106). New York, NY: Cambridge University Press.
-
(2002)
Applied latent class analysis
, pp. 89-106
-
-
Vermunt, J.1
Magidson, J.2
-
36
-
-
67349166140
-
Digital game playing motives among adolescents: Relations to parent–child communication, school performance, sleeping habits, and perceived health
-
M.Wallenius,, A.Rimpelä,, R.L.Punamäki,, & T.Lintonen, (2009). Digital game playing motives among adolescents: Relations to parent–child communication, school performance, sleeping habits, and perceived health. Journal of Applied Developmental Psychology, 30(4), 463–474. doi:10.1016/j.appdev.2008.12.021
-
(2009)
Journal of Applied Developmental Psychology
, vol.30
, Issue.4
, pp. 463-474
-
-
Wallenius, M.1
Rimpelä, A.2
Punamäki, R.L.3
Lintonen, T.4
-
37
-
-
48249133258
-
Determining parallel analysis criteria
-
M.W.Watkins, (2005). Determining parallel analysis criteria. Journal of Modern Applied Statistical Methods, 5(2), 344–346. Retrieved from http://digitalcommons.wayne.edu/jmasm/vol5/iss2/8
-
(2005)
Journal of Modern Applied Statistical Methods
, vol.5
, Issue.2
, pp. 344-346
-
-
Watkins, M.W.1
-
38
-
-
77958187587
-
The role of structural characteristics in video-game play motivation: A Q-methodology study
-
D.Westwood,, & M.D.Griffiths, (2010). The role of structural characteristics in video-game play motivation: A Q-methodology study. Cyberpsychology, Behavior, and Social Networking, 13(5), 581–585. doi:10.1089/cyber.2009.0361
-
(2010)
Cyberpsychology, Behavior, and Social Networking
, vol.13
, Issue.5
, pp. 581-585
-
-
Westwood, D.1
Griffiths, M.D.2
-
39
-
-
51149105247
-
Who plays, how much, and why? Debunking the stereotypical gamer profile
-
D.Williams,, N.Yee,, & S.E.Caplan, (2008). Who plays, how much, and why? Debunking the stereotypical gamer profile. Journal of Computer-Mediated Communication, 13(4), 993–1018. doi:10.1111/j.1083-6101.2008.00428.x
-
(2008)
Journal of Computer-Mediated Communication
, vol.13
, Issue.4
, pp. 993-1018
-
-
Williams, D.1
Yee, N.2
Caplan, S.E.3
-
40
-
-
77956190775
-
Falling in love with online games: The uses and gratifications perspective
-
J.H.Wu,, S.C.Wang,, & H.H.Tsai, (2010). Falling in love with online games: The uses and gratifications perspective. Computers in Human Behavior, 26(6), 1862–1871. doi:10.1016/j.im.2009.08.002
-
(2010)
Computers in Human Behavior
, vol.26
, Issue.6
, pp. 1862-1871
-
-
Wu, J.H.1
Wang, S.C.2
Tsai, H.H.3
-
41
-
-
33847739415
-
Motivations for play in online games
-
N.Yee, (2007). Motivations for play in online games. CyberPsychology & Behavior, 9(6), 772–775. doi:10.1089/cpb.2006.9.772
-
(2007)
CyberPsychology & Behavior
, vol.9
, Issue.6
, pp. 772-775
-
-
Yee, N.1
|