Online Gaming and Gambling Behavior

Admiraal, W., Huizenga, J., Akkerman, S., & ten Dam, G. (2011). The concept of flow in collaborative game-based learning. Computers in Human Behavior, 27, 1185-1194.

Ahlstrom, M., Lundberg, N. R., Zabriskie, R., Eggett, D., & Lindsay, G. B. (2012). Me, my spouse, and my avatar : The relationship between marital satisfaction and playing massively multiplayer online role-playing games (MMORPGs). Journal of Leisure Research, 44, 1-22.

Ahmadi, J., Amiri, A., Ghanizadeh, A., Khademalhosseini, M., Khademalhosseini, Z., Gholami, Z., & Sharifian, M. (2014). Prevalence of addiction to the Internet, computer games, DVD, and video and its relationship to anxiety and depression in a sample of Iranian high school students. Iranian Journal of Psychiatry and Behavioral Sciences, 8, 75-80.

Allaire, J. C., McLaughlin, A. C., Trujillo, A., Whitlock, L. A., LaPorte, L., & Gandy, M. (2013). Successful aging through digital games: Socioemotional differences between older adult gamers and non-gamers. Computers in Human Behavior, 29, 1302-1306.

Allison, S. E., von Wahlde, L., Shockley, T., & Gabbard, G. O. (2006). The development of the self in the era of the Internet and role-playing fantasy games. American Journal of Psychiatry, 163, 381-385.

Anand, V. (2007). A Study of time management: The correlation between video game usage and academic performance markers. CyberPsychology & Behavior, 10, 552-559.

Ang, C. S., & Zaphiris, P. (2010). Social roles of players in MMORPG guilds. Information, Communication & Society,13, 592-614.

Anthony, K. (2005). Counselling problem gamblers online. BACP Counselling and Psychotherapy Journal, 16, 9-10.

Appel, M. (2012). Are heavy users of computer games and social media more computer literate? Computers & Education, 59, 1339-1349.

Auer, M., & Griffiths, M. D. (2013). Voluntary limit setting and player choice in most intense online gamblers: An empirical study of gambling behaviour. Journal of Gambling Studies, 29, 647-660.

Axelsson, A., & Regan, T. (2006). Playing online. In V. Peter &  B. Jennings (Eds.), Playing video games: Motives, responses, and consequences (pp. 291-306). Mahwah, NJ: Erlbaum.

Aymerich-Franch, L. (2010). Presence and emotions in playing a group game in a virtual environment: The influence of body participation. CyberPsychology, Behavior, and Social Networking, 13, 649-654.

Baek, Y. K. (2008). What hinders teachers in using computer and video games in the classroom? Exploring factors inhibiting the uptake of computer and video games. CyberPsychology & Behavior, 11, 665-671.

Barnett, J., & Coulson, M. (2010). Virtually real: A psychological perspective on massively multiplayer online games. Review of General Psychology, 14, 167-179.

Barrault, S., & Varescon, I. (2013). Cognitive distortions, anxiety, and depression among regular and pathological gambling online poker players. CyberPsychology, Behavior, and Social Networking, 16, 183-188.

Baytak, A., & Land, S. M. (2010). A case study of educational game design by kids and for kids. Procedia Social and Behavioral Sciences, 2, 5242-5246.

Belchior, P., Marsiske, M., Sisco, S. M., Yam, A., Bavelier, D., Ball, K., & Mann, W. C. (2013). Video game training to improve selective visual attention in older adults. Computers in Human Behavior, 29, 1318-1324.

Benjamin, T. (2010). E-games: Is imagination the forgotten ingredient? Computers in Human Behavior, 26, 296-301.

Bennerstedt, U., Ivarsson, J., & Linderoth, J. (2012). How gamers manage aggression: Situating skills in collaborative computer games. Computer-Supported Collaborative Learning, 7, 43-61.

Beranuy, M., Carbonell, X., & Griffiths, M. D. (2013). A qualitative analysis of online gaming addicts in treatment. International Journal of Mental Health Addiction, 11, 149-161.

Besmann, A., & Rios, K. (2012). Pals in power armor: Attribution of human-like emotions to video game characters in an ingroup/outgroup situation. CyberPsychology, Behavior, and Social Networking, 15, 441-443.

Billieux, J., Chanal, J., Khazaal, Y., Rochat, L., Gay, P., Zullino, D., & van der Linden, M. (2011). Psychological predictors of problematic involvement in massively multiplayer online role-playing games: Illustration in a sample of male cybercafé players. Psychopathology, 44, 165-171.

Billieux, J., Thorens, G., Khazaal, Y., Zullino, D., Achab, S., & Van der Linden, M. (2015). Problematic involvement in online games: A cluster analytic approach. Computers in Human Behavior, 43, 242-250.

Billieux, J., van der Linden, M., Achab, S., Khazaal, Y., Paraskevopoulos, L., Zullino, D., & Thorens, G. (2013). Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth. Computers in Human Behavior, 29, 103-109.

Blackshear Hull, E. (2008). Internet chat in simulations: Taking BULLYING online. Simulation & Gaming, 39, 198-208.

Blinka, L., & Smahel, D. (2011).  Addiction to online role-playing games. In K. S. Young & C. N. de Abreu (Eds.), Internet addiction: A handbook and guide to evaluation and treatment (pp. 73-90). Hoboken, NJ: Wiley.

Boreum, C., Inseong, L., Dongseong, C., & Jinwoo, K. (2007). Collaborate and share: An experimental study of the effects of task and reward interdependencies in online games. CyberPsychology & Behavior, 10, 591-595.

Bowman, N. D., Schultheiss, D., & Schumann, C. (2012). “I'm attached, and I'm a good guy/gal!”: How character attachment influences pro- and anti-social motivations to play massively multiplayer online role-playing games. CyberPsychology, Behavior, and Social Networking, 15, 169-174.

Boyle, E. A., Connolly, T .M., Hainey, T., & Boyle, J. M. (2012). Engagement in digital entertainment games: A systematic review. Computers in Human Behavior, 28, 771-780.

Braverman, J., LaBrie, R. A., & Shaffer, H. J. (2011). A taxometric analysis of actual Internet sports gambling behavior. Psychological Assessment, 23, 234-244.

Braverman, J., LaPlante, D. A., Nelson, S. E., & Shaffer, H. J. (2013). Using cross-game behavioral markers for early identification of high-risk Internet gamblers. Psychology of Addictive Behaviors, 27, 868-877.

Braverman, J., & Shaffer, H. J. (2010). How do gamblers start gambling: Identifying behavioural markers for high-risk Internet gambling. European Journal of Public Health, 22, 273-278.

Brezing, C., Derevensky, J., & Potenza, M. N. (2010). Non-substance-addictive behaviors in youth: Pathological gambling and problematic Internet use. Child and Adolescent Psychiatric Clinics of North America, 19, 625-641.

Brosowski, T., Meyer, G., & Hayer, T. (2012). Analyses of multiple types of online gambling within one provider: An extended evaluation framework of actual online gambling behavior. International Gambling Studies, 12, 405-419.

Brown, S. J. (2006). The surge in online gambling on college campuses. New Directions for Student Services, 113, 53-61.

Brunelle, N., & Leclerc, D. (2012). Internet gambling, substance use, and delinquent behavior: An adolescent deviant behavior involvement pattern. Psychology of Addictive Behaviors, 26, 364-370.

Buelow, M. T., Okdie, B. M., & Cooper, A. B. (2015). The influence of video games on executive functions in college students. Computers in Human Behavior, 45, 228-234.

Burgos, D., Tattersall, C., & Koper, R. (2007). Re-purposing existing generic games and simulations for e-learning. Computers in Human Behavior, 23, p.2656-p.2667.

Burns, J. M., Webb, M., Durkin, L. A., & Hickie, I. B. (2010). Reach out central: A serious game designed to engage young men to improve mental health and wellbeing. Medical Journal of Australia, 192, 27-30.

Caplan, S., Williams, D., & Yee, N. (2009). Problematic Internet use and psychosocial well-being among MMO players. Computers in Human Behavior, 25, 1312-1319.

Carbonell, X., Guardiola, E., Beranuy, M., Bellës, A. (2009). A bibliometric analysis of the scientific literature on Internet, video games, and cell phone addiction. Journal of the Medical Library Association, 97, 102-107.

Carlbring, P., Degerman, N., Jonsson, J., & Andersson, G. (2012). Internet-based treatment of pathological gambling with a three-year follow-up. Cognitive Behaviour Therapy, 41, 321-334.

Carlbring, P., & Smit, F. (2008). Randomized trial of Internet-delivered self-help with telephone support for pathological gamblers. Journal of Consulting and Clinical Psychology, 76, 1090-1094.

Castren, S., Pankakoski, M., Tamminen, M., Lipsanen, J., Ladouceur, R., & Lahti, T. (2013). Internet-based CBT intervention for gamblers in Finland: Experiences from the field. Scandinavian Journal of Psychology, 54, 230-235.

Ceranoglu, T. A. (2010). Video games in psychotherapy. Review of General Psychology, 14, 141-146.

Chambers, C., Feng, W., Sahu, S., Saha, D., & Brandt, D. (2010). Characterizing online games. Ieee/Acm Transactions on Networking, 18, 899-910.

Chang, J. H., & Zhang, H. (2008). Analyzing online game players: From materialism and motivation to attitude. CyberPsychology & Behavior, 11, 711-714.

Chang, T.-S., Ku, C.-Y., & Fu, H.-P. (2013). Grey theory analysis of online population and online game industry revenue in Taiwan. Technological Forecasting & Social Change, 80, 175-185.

Chappell, D., Eatough, V., Davies, M.  N. O., & Griffiths, M. (2006). EverQuest – It's just a computer game right? An interpretative phenomenological analysis of online gaming addiction. International Journal of Mental Health Addiction, 4, 205-216.

Charlton, J. P., & Danforth, I. D. W. (2007). Distinguishing addiction and high engagement in the context of online game playing. Computers in Human Behavior, 23, 1531-1548.

Charlton, J.  P., & Danforth, I. D. W. (2010). Validating the distinction between computer addiction and engagement: Online game playing and personality. Behaviour & Information Technology, 29, 601-613.

Chen, C.-H., Sun, C.- T. & Hsieh, J. (2008). Player guild dynamics and evolution in massively multiplayer online games. CyberPsychology & Behavior, 11, 293-301.

Chen, J. (2007). Flow in games (and everything else). Communications of The ACM, 50, 31-34.

Chen, K. C., Chen, J. C. V., & Ross, W. H. (2010). Antecedents of online game dependency: The implications of multimedia realism and uses and gratifications theory. Journal of Database Management, 21, 69-99.

Chen, L. S.-L. (2008). Subjective well-being: Evidence from the different personality traits of online game teenager players. CyberPsychology & Behavior, 11, 579-581.

Chen, L. S.-L. (2010). The impact of perceived risk, intangibility and consumer characteristics on online game playing. Computers in Human Behavior, 26, 1607-1613.

Chen, L. S.-L., Lee, Y.-H., & Wang, S.-T. (2012). Impact of intangibility on perceived risk associated with online games. Behaviour & Information Technology, 31, 1021-1032.

Chen, L. S.-L., Tu, H. H.-J., & Wang, E. S.-T. (2008). Personality traits and life satisfaction among online game players. CyberPsychology & Behavior, 11, 145-149.

Chiang, Y.-T., & Lin, S. S. S. J. (2010). Early adolescent players’ playfulness and psychological needs in online games. Social Behavior and Personality, 38, 627-636.

Chiang, Y.-T., Lin, S. S. J., Cheng, C.-Y., & Liu, E. Z.-F. (2011). Exploring online game players’ flow experiences and positive affect. Turkish Online Journal of Educational Technology, 10, 106-114.

Chiou, W.-B. (2008). Induced attitude change on online gaming among adolescents: An application of the less-leads-to-more effect. CyberPsychology & Behavior, 11, 212-216.

Chiou, W., & Wan, C. (2007). Using cognitive dissonance to induce adolescents’ escaping from the claw of online gaming: The roles of personal responsibility and justification of cost. CyberPsychology & Behavior, 10, 663-670.

Cho, H., Kwon, M., Choi, J. H., Lee, S. K., Choi, J. S., Choi, S. W., & Kim, D. J. (2014). Development of the Internet addiction scale based on the Internet Gaming Disorder criteria suggested in DSM-5. Addictive behaviors, 39, 1361-1366.

Cho, S.-C., Kim, J.-W., Kim, B.-N., Lee, J.-H., & Kim, E.-H. (2008). Biogenetic temperament and character profiles and attention deficit hyperactivity disorder symptoms in Korean adolescents with problematic Internet use. CyberPsychology & Behavior, 11, 735-737.

Choi, B., Huang, J., Jeffrey, A., & Baek, Y. (2013). Development of a scale for fantasy state in digital games. Computers in Human Behavior, 29, 1980-1986.

Choi., D., & Kim, J. (2004). Why people continue to play online games: In search of critical design factors to increase customer loyalty to online contents. CyberPsychology & Behavior, 7, 11-24.

Choi, S. W., Kim, H. S., Kim, G. Y., Jeon, Y., Park, S. M., Lee, J. Y., Jung, H. Y., Sohn, B. K., Choi, J. S., & Kim, D. J. (2014). Similarities and differences among Internet gaming disorder, gambling disorder and alcohol use disorder: A focus on impulsivity and compulsivity. Journal of Behavioral Addictions, 3, 246-253.

Choo, H., Gentile, D. A., Sim, T., Li, D., Khoo, A., & Liau, A. K. (2010). Pathological video-gaming among Singaporean youth. Annals Academy of Medicine, 39, 822-829.

Chory, R. M., & Goodboy, A. K. (2011). Is basic personality related to violent and non-violent video game play and preferences? CyberPsychology, Behavior, and Social Networking, 14, 191-198.

Christou, G. (2014). The interplay between immersion and appeal in video games. Computers in Human Behavior, 32, 92-100.

Chuang, Y. (2006). Massively multiplayer online role-playing game-induced seizures: A neglected health problem in Internet addiction. CyberPsychology & Behavior, 9, 451-456.

Chua, P.-H., Jung, Y., Lwin, M. O., & Theng, Y.-L. (2013). Let’s play together: Effects of video-game play on intergenerational perceptions among youth and elderly participants. Computers in Human Behavior, 29, 2303-2311.

Clark, L., & Limbrick-Oldfield, E. H. (2013). Disordered gambling: A behavioral addiction. Current Opinion in Neurobiology, 23, 655-659.

Cole, H., & Griffiths, M. D. (2007). Social interactions in massively multiplayer online role-playing gamers. CyberPsychology & Behavior, 10, 575-583.

Cole, S. H., & Hooley, J. M. (2013). Clinical and personality correlates of MMO gaming: Anxiety and absorption in problematic Internet use. Social Science Computer Review, 31, 424-436.

Cole, T., Barrett, D. J. K., & Griffiths, M. D. (2011). Social facilitation in online and offline gambling: A pilot study. International Journal of Mental Health and Addiction, 9, 240-247.

Collins, E., & Freeman, J. (2013). Do problematic and non-problematic video game players differ in extraversion, trait empathy, social capital and prosocial tendencies? Computers in Human Behavior, 29, 1933-1940.

Collins, E., & Freeman, J. (2014). Video game use and cognitive performance: Does it vary with the presence of problematic video game use? CyberPsychology, Behavior, and Social Networking, 17, 153-159.

Collins, E., Freeman, J., & Chamarro-Premuzic, T. (2012). Personality traits associated with problematic and non-problematic massively multiplayer online role playing game use. Personality and Individual Differences, 52, 133-138.

Corney, R., & Davis, J. (2010). Female frequent Internet gamblers: A qualitative study investigating the role of family, social situation and work. Community, Work & Family, 13, 291-309.

Corney, R., & Davis, J. (2010). The attractions and risks of Internet gambling for women: A qualitative study. Journal of Gambling, 24, 121-139.

Cotte, J., & Latour, K. A. (2009). Blackjack in the kitchen: understanding online versus casino gambling. Journal of Consumer Research, 35, 742-758.

Cunningham, J. A., Hodgins, D. C., & Toneatto, T. (2012). Pilot study of an Internet-based personalized feedback intervention for problem gamblers. Journal of Gambling Issues, 26, 3-10.

Danielsson, A. K., Eriksson, A. K., & Allebeck, P. (2014). Technology-based support via telephone or web: A systematic review of the effects on smoking, alcohol use and gambling. Addictive Behaviors, 39, 1846-1868.

Dauphin, B., & Heller, G. (2010). Going to other worlds: The relationships between videogaming, psychological absorption, and daydreaming styles. CyberPsychology, Behavior, and Social Networking, 13, 169-172.

Dauriat, F. Z., Zermatten, A., Billieux, J., Thorens, G., Bondolfi, G., Zullino, D., & Khazaal, Y. (2011). Motivations to play specifically predict excessive involvement in massively multiplayer online role-playing games: Evidence from an online survey. European Addiction Research, 17, 185-189.

Decker, S. A., & Gay, J. N. (2011). Cognitive-bias toward gaming-related words and disinhibition in World of Warcraft gamers. Computers in Human Behavior, 27, 798-810.

de Freitas, S., Griffiths, M. (2007). Online gaming as an educational tool in learning and training. British Journal of Educational Technology, 38, 535-537.

De Grove, F. (2014). Youth, friendship, and gaming: A network perspective. Cyberpsychology, Behavior, and Social Networking, 17, 603-608.

de Grove, F., Bourgonjon, J., & van Looy, J. (2012). Digital games in the classroom? A contextual approach to teachers’ adoption intention of digital games in formal education. Computers in Human Behavior, 28, 2023-2033.

DeLeeuw, K. E., & Mayer, R. E. (2011). Cognitive consequences of making computer-based learning activities more game-like. Computers in Human Behavior, 27, 2011-2016.

Demetrovics, Z., Urbán, R., Nagygyörgy, K., Farkas, J., Zilahy, D., Mervó, B., Reindl, A., Ágoston, C., Kertész, A., & Harmath, E. (2011). Why do you play? The development of the motives for online gaming questionnaire (MOGQ). Behaviour Research and Therapy, 43, 814-825.

Deniz, L. (2010). Excessive Internet use and loneliness among secondary school students. Journal of Instructional Psychology, 37, 20-23.

Derevensky, J. L. & Gupta, R. (2007). Internet gambling amongst adolescents: a growing concern. International Journal of Mental Health Addiction, 5, 93-101.

Derevensky, J., Sklar, A., Gupta, R., & Messerlian, C. (2010). An empirical study examining the impact of gambling advertisements on adolescent gambling attitudes and behaviors. International Journal of Mental Health and Addiction, 8, 21-34.

Desai, R. A., Krishnan-Sarin, S., Cavallo, D., & Potenza, M. N. (2010). Video-gaming among high school students: Health correlates, gender differences, and problematic gaming. Pediatrics, 126, 1414-1424.

de Souza, B. C., de Lima, E. S. L. X., & Roazzi, A. (2010). MMORPGS and cognitive performance: A study with 1280 Brazilian high school students. Computers in Human Behavior, 26, 1564-1573.

Dickey, M. D. (2007). Game design and learning: A conjectural analysis of how massively multiple online role-playing games (MMORPGs) foster intrinsic motivation. Educational Technology Research and Development, 55, 253-273.

Dieter, J., Hill, H., Sell, M., Reinhard, I., Vollstädt-Klein, S., Kiefer, F., Mann, K.,  & Leménager, T. (2015). Avatar’s neurobiological traces in the self-concept of Massively Multiplayer Online Role-Playing Game (MMORPG) addicts. Behavioral Neuroscience, 129, 8-17.

Dindar, M., & Akbulut, Y. (2014). Motivational characteristics of Turkish MMORPG players. Computers in Human Behavior, 33, 119-125.

Dindar, M., & Akbulut, Y. (2015). Role of self-efficacy and social appearance anxiety on gaming motivations of MMOFPS players. Computers & Education, 81, 26-34.

Dini, K. (2012). On video games, culture, and therapy. Psychoanalytic Inquiry, 32, 496-505.

Dobrowolski, P., Hanusz, K., Sobczyk, B., Skorko, M., & Wiatrow, A. (2015). Cognitive enhancement in video game players: The role of video game genre. Computers in Human Behavior, 44, 59-63.

Doh, Y. Y., & Whang, S.-M. L. (2014). From separation to integration: Identity development of Korean adult players in online game world. Games and Culture, 9, 30-57.

Dolgov, I., Graves, W. J., Nearents, M. R., Schwark, J. D., & Volkman, C. B. (2014). Effects of cooperative gaming and avatar customization on subsequent spontaneous helping behavior. Computers in Human Behavior, 33, 49-55.

Domahidi, E., Festl, R., & Quandt, T.  (2014). To dwell among gamers: Investigating the relationship between social online game use and gaming-related friendships. Computers in Human Behavior, 35, 107-115.

Donati, M. A., Chiesi, F., Ammannato, G., & Primi, C. (2015). Versatility and addiction in gaming: The number of video-game genres played is associated with pathological gaming in male adolescents. Cyberpsychology, Behavior, and Social Networking, 18, 129-132.

Dong, G., Hu, Y., & Lu, Q. (2013). What makes Internet addicts continue playing online even when faced by severe negative consequences? Possible explanations from an fMRI study. Biological Psychology, 94, 282-289.

Dong, G., & Potenza, M. N. (2014). A cognitive-behavioral model of Internet gaming disorder: Theoretical underpinnings and clinical implications. Journal of Psychiatric Research, 58, 7-11.

Downing, S. (2009). Attitudinal and behavioral pathways of deviance in online gaming. Deviant Behavior, 30, 293-320.

Dowling, N. A., & Brown, M. (2010). Commonalities in the psychological factors associated with problem gambling and Internet dependence. CyberPsychology, Behavior, and Social Networking, 13, 437-441.

Dowling, N. A., Lorains, F. K., & Jackson, A. C. (2015). Are the profiles of past-year Internet gamblers generalizable to regular interne gamblers? Computers in Human Behavior, 43, 118-128.

Dragicevic, S., Tsogas, G., & Kudic, A. (2011). Analysis of casino online gambling data in relation to behavioural risk markers for high-risk gambling and player protection. International Gambling Studies, 11, 377-391.

Dupuis, E. C., & Ramsey, M. A. (2011). The relation of social support to depression in massively multiplayer online role-playing games. Journal of Applied Social Psychology, 41, 2479-2491.

Ebner, M., & Holzinger, A. (2007). Successful implementation of user-centered game based learning in higher education: An example from civil engineering. Computers & Education, 49, 873-890.

Elliott, L., Golub, A., Ream, G., & Dunlap, E. (2012). Video game genre as a predictor of problem use. CyberPsychology, Behavior, and Social Networking, 15, 155-161.

Engelhardt, C. R., Hilgard, J., & Bartholow, B. D. (2015). Acute exposure to difficult (but not violent) video games dysregulates cognitive control. Computers in Human Behavior, 45, 85-92.

Ewoldsen, D. R., Eno, C. A., Okdie, B. M., Velez, J. A., Guadagno, R. E., & DeCoster, J. (2012). Effect of playing violent video games cooperatively or competitively on subsequent cooperative behavior. CyberPsychology, Behavior, And Social Networking, 15, 277-280.

Faiola, A., Newlon, C., Pfaff, M., & Smyslova, O. (2013). Correlating the effects of flow and telepresence in virtual worlds: Enhancing our understanding of user behavior in game-based learning. Computers in Human Behavior, 29, 1113-1121.

Fang, K., Lin, Y.-C., & Chuang, T.-L. (2009). Why do Internet users play massively multiplayer online role-playing games? A mixed method. Management Decision, 47, 1245-1260.

Farnsworth, J., & Austrin, T. (2010). The ethnography of  new media worlds? Following the case of global poker. New Media & Society, 12, 1120-1136.

Ferguson, C. J. (2010). Blazing angels or resident evil? Can violent video games be a force for good? Review of General Psychology, 14, 68-81.

Ferguson, C. J. (2011). Video games and youth violence: A prospective analysis in adolescents. Journal of Youth and Adolescence, 40, 377-391.

Ferguson, C. J., & Garza, A. (2011). Call of (civic) duty: Action games and civic behavior in a large sample of youth. Computers in Human Behavior, 27, 770-775.

Ferguson, C. J., & Kilburn, J. (2010). Much ado about nothing: The misestimation and overinterpretation of violent video game effects in eastern and western nations: Comment on Anderson et al. Psychological Bulletin, 136, 174-178.

Festl, R., Scharkow, M., & Quandt, T. (2012). Problematic computer game use among adolescents, younger and older adults. Addiction, 108, 592-599.

Fito-Bertran, A., Hernandez-Lara, A. B., & Serradell-Lopez, E. (2014). Comparing student competences in a face-to-face and online business game. Computers in Human Behavior, 30, 452-459.

Floros, G., & Siomos, K. (2012). Patterns of choices on video game genres and Internet addiction. CyberPsychology, Behavior, and Social Networking, 15, 417-424.

Floros, G. D., Siomos, K., Fisoun, V., & Geroukalis, D. (2013). Adolescent online gambling: The impact of parental practices and correlates with online activities. Journal of Gambling Studies, 29, 131-150.

Forgas, J. P., & Tan, H. B. (2013). To give or to keep? Affective influences on selfishness and fairness in computer-mediated interactions in the dictator game and the ultimatum game. Computers in Human Behavior, 29, 64-74.

Fox, J., Bailenson, J. N., & Tricase, L. (2013). The embodiment of sexualized virtual selves: The Proteus effect and experiences of self-objectification via avatars. Computers in Human Behavior, 29, 930-938.

Frangos, C. C., Frangos, C. C., & Sotiropoulos, I. (2011). Problematic Internet use among Greek university students: An ordinal logistic regression with risk factors of negative psychological beliefs, pornographic sites, and online games. CyberPsychology, Behavior, and Social Networking, 14, 51-58.

Freddolino, P. P., & Blaschke, C. M. (2008). Therapeutic applications of online gaming. Journal of Technology in Human Services, 26, 423-446.

Frostling-Henningsson, M. (2009). First-person shooter games as a way of connecting to people: ‘‘Brothers in Blood’’. CyberPsychology & Behavior, 12, 557-562.

Fu, F.-L., Su, R.-C., & Yu, S.-C. (2009). EGameFlow: A scale to measure learners’ enjoyment of e-learning games. Computers & Education, 52, 101-112.

Fuji, K., & Yoshida, F. (2010). The influences of interaction during online gaming on sociability and aggression in real life. Japanese Journal of Psychology, 80, 494-503.

Furuholt, B., Kristiansen, S., & Wahid, F. (2008). Gaming or gaining? Comparing the use of Internet cafe´s in Indonesia and Tanzania. The International Information & Library Review, 40, 129-139.

Fuster, H., Chamarro, A., Carbonell, X., & Vallerand, R. J. (2014). Relationship between passion and motivation for gaming in players of massively multiplayer online role-playing games. CyberPsychology, Behavior, and Social Networking, 17, 292-297.

Gainsbury, S. (2011). Exploring the opportunities and impacts of Internet gambling. International Gambling Studies, 11, 267-272.

Gainsbury, S., & Blaszczynski, A. (2011). Online self-guided interventions for the treatment of problem gambling. International Gambling Studies, 11, 289-308.

Gainsbury, S. M., Hing, N., Delfabbro, P. H., & King, D. L. (2014). A taxonomy of gambling and casino games via social media and online technologies. International Gambling Studies, 14, 196-213.

Gainsbury, S., Parke, J., & Suhonen, N. (2013). Consumer attitudes towards Internet gambling: Perceptions of responsible gambling policies, consumer protection, and regulation of online gambling sites. Computers in Human Behavior, 29, 235-245.

Gainsbury, S. M., Russell, A., Blaszczynski, A., & Hing, N. (2015). The interaction between gambling activities and modes of access: A comparison of Internet-only, land-based only, and mixed-mode gamblers. Addictive Behaviors, 41, 34-40.

Gainsbury, S. M., Russell, A., Hing, N., Wood, R., & Blaszczynski, A. (2013). The impact of Internet gambling on gambling problems: A comparison of moderate-risk and problem Internet and non-Internet gamblers. Psychology of Addictive Behaviors, 27, 1092-1101.

Gainsbury, S. M., Russell, A., & Hing, N. (2014). An investigation of social casino gaming among land-based and Internet gamblers: A comparison of socio-demographic characteristics, gambling and co-morbidities. Computers in Human Behavior, 33, 126-135.

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