References Related to the Internet & Psychology
Online Gaming and Gambling Behavior
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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.
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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.
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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.
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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.
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