Prof. Azy Barak

Department of Counseling and Human Development

University of Haifa

azy@edu.haifa.ac.il

Azy Barak

References Related to the Internet & Psychology

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.

Gainsbury, S. M., Suhonen, N., & Saastamoinen, J. (2014). Chasing losses in online poker and casino games: Characteristics and game play of Internet gamblers at risk of disordered gambling. Psychiatry Research, 217, 220-225.

Gainsbury, S., Wood, R., Russell, A., Hing, N., & Blaszczynski, A. (2012). A digital revolution: Comparison of demographic profiles, attitudes and gambling behavior of Internet and non-Internet gamblers. Computers in Human Behavior, 28, 1388-1398.

Gentile, D. (2009). Pathological video-game use among youth ages 8 to 18: A national study. Psychological Science, 20, 594-602.

Gentile, D. A., Choo, H., Liau, A., Sim, T., & Li, D. (2011). Pathological video game use among youths: A two-year longitudinal study. Pediatrics, 127, 319-329.

Goh, D. H., Ang, R. P., & Chern Tan, H. (2008). Strategies for designing effective psychotherapeutic gaming interventions for children and adolescents. Computers in Human Behavior, 24, 2217-2235.

Golub, A., & Lingley, K. (2008). "Just like the Qing Empire:" Internet addiction, MMOGs, and moral crisis in contemporary China. Games and Culture, 3, 59-75.

Gonzalez, C., Saner, L. D., & Eisenberg, L. Z. (2012). Learning to stand in the other’s shoes: A computer video game experience of the Israeli–Palestinian conflict. Social Science Computer Review, 31, 236-243.

Graham, L. T., & Gosling, S. D. (2013). Personality profiles associated with different motivations for playing World of Warcraft. CyberPsychology, Behavior, and Social Networking, 16, 189-193.

Granic, I., Lobel, A., & Engels, R. C. M. E. (2014). The benefits of playing video games. American Psychologist, 69, 66-78.

Gray, H. M., LaPlante, D. A., & Shaffer, H. J. (2012). Behavioral characteristics of Internet gamblers who trigger corporate responsible gambling interventions. Psychology of Addictive Behaviors, 26, 527-535.

Green, C. S., Sugarman, M. A., Medford, K., Klobusicky, E., & Bavelier, D. (2012). The effect of action video game experience on task-switching. Computers in Human Behavior, 28, 984-994.

Greitemeyer, T., Traut-Mattausch, E., & Osswald, S. (2012). How to ameliorate negative effects of violent video games on cooperation: Play it cooperatively in a team. Computers in Human Behavior, 28, 1465-1470.

Griffith, M. D. (1996). Gambling on the Internet: A brief note. Journal of Gambling Studies, 12, 471-473.

Griffith, M. D. (1999). Gambling technologies: Prospects for problem gambling. Journal of Gambling Studies, 15, 265-283.

Griffith, M. D. (2000). Internet gambling and crime. Police Journal, 73, 25-30.

Griffith, M. D. (2002). Internet gambling in the workplace. In M. Anandarajan & C. Simmers, (Eds.),  Managing Web usage in the workplace: A social, ethical and legal perspective (pp. 148-167). Philadelphia, PA: Idea Publishing.

Griffiths, M. (2003). Internet-gambling: Issues, concerns, and recommendations. CyberPsychology & Behavior, 6, 557-568.

Griffiths, M. D. (2010). The use of online methodologies in data collection for gambling and gaming addictions. International Journal of Mental Health and Addiction, 8, 8-20.

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.

Griffiths, M. (2011). Gambling addiction on the Internet. In K. S. Young & C. N. de Abreu (Eds.), Internet addiction: A handbook and guide to evaluation and treatment (pp. 91-112). Hoboken, NJ: Wiley.

Griffiths, M. D. (2011). Empirical Internet gambling research (1996–2008): Some further comments. Addiction Research & Theory, 19, 85-86.

Griffiths, M., & Barnes, A. (2008). Internet gambling: An online empirical study among student gamblers. International Journal of Mental Health & Addiction, 6, 194-204.

Griffiths, M., & Cooper, G. (2003). Online therapy: Implications for problem gamblers and clinicians. British Journal of Guidance & Counselling, 31, 113-135.

Griffiths, M. D., Davies, M. N. O., & Chappell, D. (2003). Breaking the stereotype: The case of online gaming. CyberPsychology & Behavior, 6, 81-91.

Griffiths, M. D., Davies, M. N. O., & Chappell, D. (2004). Demographic factors and playing variables in online computer gaming. CyberPsychology & Behavior, 7, 479-487.

Griffiths, M. D., & Parke, J. (2002). The social impact of Internet gambling. Social Science Computer Review, 20, 312-320.

Griffiths, M., Parke, A., Wood, R., & Parke, J. (2006). Internet gambling: An overview of psychosocial impacts. UNLV Gaming Research & Review Journal, 10, 27-39.

Griffiths, M., Parke, J., Wood, R., & Rigbye, J. (2010). Online poker gambling in university students: Further findings from an online survey. International Journal of Mental Health and Addiction, 8, 82-89.

Griffiths, M., Wardle, H., Orford, J., Sproston, K., & Erens, B. (2011). Internet gambling, health, smoking and alcohol use: Findings from the 2007 British gambling prevalence survey. International Journal of Mental Health and Addiction, 9, 1-11.

Griffiths, M., & Wood, R. T. A. (2000). Risk factors in adolescence: The case of gambling, videogame playing, and the Internet. Journal of Gambling Studies, 16, 199-225.

Griffiths, M. D., Wood, R. T. A., & Parke, J. (2009). Social responsibility tools in online gambling: A survey of attitudes and behavior among Internet gamblers. CyberPsychology & Behavior, 12, 413-421.

Grizzard, M., Tamborini, R., Lewis, R. J., Wang, L., & Prabhu, S. (2014). Being bad in a video game can make us more morally sensitive. Cyberpsychology Behavior and Social Network, 17, 499-504.

Grundy, D. (2008). The presence of stigma among users of the MMORPG RMT: A hypothetical case approach. Games and Culture, 3, 225-247.

Guitton, M. J. (2012). Living in the hutt space: Immersive process in the Star Wars role-play community of Second Life. Computers in Human Behavior, 28, 1681-1691.

Guertler, D., Rumpf, H. J., Bischof, A., Kastirke, N., Petersen, K. U., John, U., & Meyer, C. (2013). Assessment of problematic Internet use by the compulsive Internet use scale and the Internet addiction test: A sample of problematic and pathological gamblers. European Addiction Research, 20, 75-81.

Gunter, W. D., & Daly, K. (2012). Causal or spurious: Using propensity score matching to detangle the relationship between violent video games and violent behavior. Computers in Human Behavior, 28, 1348-1355.

Haagsma, M. C., Caplan, S. E., Peters, O., & Pieterse, M. E. (2013). A cognitive-behavioral model of problematic online gaming in adolescents aged 12–22 years. Computers in Human Behavior, 29, 202-209.

Haagsma, M. C., Pieterse, M. E., & Peters, O. (2012). The prevalence of problematic video gamers in the Netherlands. CyberPsychology, Behavior, and Social Networking, 15, 162-168.

Haagsma, M. C., Pieterse, M. E., Peters, O., & King, D. L. (2013).  How gaming may become a problem: A qualitative analysis of the role of gaming related experiences and cognitions in the development of problematic game behavior. International Journal of Mental Health and Addiction, 11, 441-452.

Haefeli, J., Lischer, S.,& Schwarz, J. (2011). Early detection items and responsible gambling features for online gambling. International Gambling Studies, 11, 273-288.

Hagström, D., & Kaldo, V. (2014). Escapism among players of MMORPGs – Conceptual clarification, its relation to mental health factors, and development of a new measure. CyberPsychology, Behavior, and Social Networking, 17, 19-25.

Hämäläinen, R., Oksanen, K., & Häkkinen, P. (2008). Designing and analyzing collaboration in a scripted game for vocational education. Computers in Human Behavior, 24, p.2496-p.2506.

Hamlen, K. R. (2011). Children’s choices and strategies in video games. Computers in Human Behavior, 27, 532-539.

Han, D. H., Bolo, N., Daniels, M. A., Arenella, L., Lyoo, I. K., & Renshaw, P. F. (2011). Brain activity and desire for Internet video game play. Comprehensive Psychiatry, 52, 88-95.

Han, D. H., Lyoo, I. K., & Renshaw, P. F. (2012). Differential regional gray matter volumes in patients with on-line game addiction and professional gamers. Journal of Psychiatric Research, 46, 507-515.

Han, J. W., Han, D. H., Bolo, N., Kim, B., Kim, B. N., & Renshaw, P. F. (2014). Differences in functional connectivity between alcohol dependence and Internet gaming disorder. Addictive Behaviors, 41, 12-19.

Hannaford, J. (2012). Imaginative interaction with Internet games. Literacy, 46, 25-32.

Hellström, C., Nilsson, K. W., Leppert, J., & Äslund, C. (2012). Influences of motives to play and time spent gaming on the negative consequences of adolescent online computer gaming. Computers in Human Behavior, 28, 1379-1387.

Hamlen, K. R. (2012). Academic dishonesty and video game play: Is new media use changing conceptions of cheating? Computers & Education, 59, 1145-1152.

Han, D. H., Kim, Y. S., Lee, Y. S., Min, K. J., & Renshaw, P. F. (2010). Changes in cue-induced, prefrontal cortex activity with video-game play. CyberPsychology, Behavior, and Social Networking, 13, 655-661.

Han, D. H., Sim, M. E., Kim, J. I., Arenella, L. S., Lyoo, I. K., & Renshaw, P. F. (2008). The effect of Internet video game play on clinical and extrapyramidal symptoms in patients with schizophrenia. Schizophrenia Research, 103, 338-340.

Happ, C., Melzer, A., & Steffgen, G. (2013). Superman vs. BAD man? The effects of empathy and game character in violent video games. CyberPsychology, Behavior, and Social Networking, 16, 774-778.

Hartmann, T., & Klimmt, C. (2006). Gender and computer games: Exploring females’ dislikes. Journal of Computer-Mediated Communication, 11, 910-931.

Hau, Y. S., & Kim, Y.-G. (2011). Why would online gamers share their innovation-conducive knowledge in the online game user community? Integrating individual motivations and social capital perspectives. Computers in Human Behavior, 27, 956-970.

Hayer, T., & Meyer, G. (2011). Internet self-exclusion: Characteristics of self-excluded gamblers and preliminary evidence for its effectiveness. International Journal of Mental Health and Addiction, 9, 296-307.

Hayes, E. (2008). Game content creation and IT proficiency: An exploratory study. Computers & Education, 51, 97-108.

Helstrom, A. W., Bryan, A., & Hutchison, K. E. (2007). Internet gambling among college students. International Pediatrics, 22, 66-69.

Herodotou, C., Kambouri, M., & Winters, N. (2011). The role of trait emotional intelligence in gamers’ preferences for play and frequency of gaming. Computers in Human Behavior, 27, 1815-1819.

Hing, N., Cherney, L., Blaszczynski, A., Gainsbury, S. M., & Lubman, D. I. (2014). Do advertising and promotions for online gambling increase gambling consumption? An exploratory study. International Gambling Studies, 14, 394-409.

Hinvest, N., & Brosnan, M. (2012). Identifying vulnerability markers for pathological Internet use and pathological video-game playing within an educational context. Journal of Educational Computing Research, 46, 357-376.

Ho, S.-H., & Huang, C.-H. (2009). Exploring success factors of video game communities in hierarchical linear modeling: The perspectives of members and leaders. Computers in Human Behavior, 25, 761-769.

Hobbs, L. J., & Yan, Z. (2008). Cracking the walnut: Using a computer game to impact cognition, emotion, and behavior of highly aggressive fifth grade students. Computers in Human Behavior , 24, 421-438.

Holtz, P., & Appel, M. (2011). Internet use and video gaming predict problem behavior in early adolescence. Journal of Adolescence, 34, 49-58.

Homer, B. D., Hayward, E. O., Frye, J., & Plass, J. L. (2012). Gender and player characteristics in video game play of preadolescents. Computers in Human Behavior, 28, 1782-1789.

Hopley, A. A. B., & Nicki, R. M. (2010). Predictive factors of excessive online poker playing. CyberPsychology, Behavior, and Social Networking, 13, 379-385.

Hou, A. C. Y., Chern, C.-C., Chen, H.-G., & Chen, Y.-C. (2011). ‘Migrating to a new virtual world’: Exploring MMORPG switching through human migration theory. Computers in Human Behavior, 27, 1892-1903.

Hou, H.-T., & Li, M.-C. (2014). Evaluating multiple aspects of a digital educational problem-solving-based adventure game. Computers in Human Behavior, 30, 29-38.

Hou, J., Nam, Y., Peng, W., & Lee, K. M. (2012). Effects of screen size, viewing angle, and players’ immersion tendencies on game experience. Computers in Human Behavior, 28, 617-623.

Hou, S., & Fang, X. (2014). The explicit and implicit outcome expectancies of Internet games and their relationships with Internet gaming behaviors among college students. Computers in Human Behavior, 39, 346-355.

Hsu, C., & Lu, H. (2007). Consumer behavior in online game communities: A motivational factor perspective. Computers in Human Behavior, 23, 1642-1659.

Hsu, C.-L. (2010). Exploring the player flow experience in e-game playing. International Journal of Technology and Human Interaction, 6, 47-64.

Hsu, S. W., Wen, M.-H., & Wu, M.-C. (2009). Exploring user experiences as predictors of MMORPG addiction. Computers & Education, 53,  990-999.

Huang, W.-H. (2011). Evaluating learners’ motivational and cognitive processing in an online game-based learning environment. Computers in Human Behavior, 27, 694-704.

Hussain, Z., & Griffiths, M. D. (2009). The attitudes, feelings, and experiences of online gamers: A qualitative analysis. CyberPsychology & Behavior, 12, 747-753.

Hume, M., & Mort, G. S. (2011). Fun, friend, or foe: Youth perceptions and definitions of online gambling. Social Marketing Quarterly, 17, 109-133.

Hwang, G.-J., Wu, P.-H., & Chen, C.-C. (2012). An online game approach for improving students’ learning performance in web-based problem-solving activities. Computers & Education, 59, 1246-1256.

Hyder, A. A., & Juul, N. H. (2008). Games, gambling, and children: Applying the precautionary principle for child health. Journal of Child and Adolescent Psychiatric Nursing, 21, 202-204.

Jackson, L. A., von Eye, A., Fitzgerald, H. E., Witt, E. A., & Zhao, Y. (2011). Internet use, videogame playing and cell phone use as predictors of children’s body mass index (BMI), body weight, academic performance, and social and overall self-esteem. Computers in Human Behavior, 27, 599-604.

Jackson, L. A., von Eye, A., Witt, E. A., Zhao, Y., & Fitzgerald, H. E. (2011). A longitudinal study of the effects of Internet use and videogame playing on academic performance and the roles of gender, race and income in these relationships. Computers in Human Behavior, 27, 228-239.

Jansz, J., & Tanis, M. (2007). Appeal of playing online first person shooter games. CyberPsychology & Behavior, 10, 133-136.

Jaruratanasirikul, S., Wongwaitaweewong, K., & Sangsupawanich, P. (2009). Electronic game play and school performance of adolescents in southern Thailand. CyberPsychology & Behavior, 12, 509-512.

Jeong, E. J., Biocca, F. A., & Bohil, C. J. (2012). Sensory realism and mediated aggression in video games. Computers in Human Behavior, 28, 1840-1848.

Jeong, E. J., & Kim, D. H. (2011). Social activities, self-efficacy, game attitudes, and game addiction. CyberPsychology, Behavior, and Social Networking, 14, 213-221.

Jerabeck, J. M., & Ferguson, C. J. (2013). The influence of solitary and cooperative violent video game play on aggressive and prosocial behavior. Computers in Human Behavior, 29, 2573-2578.

Jiang, Q. (2014). Internet addiction among young people in China: Internet connectedness, online gaming, and academic performance decrement. Internet Research, 24, 2-20.

Jiménez-Murcia, S., Stinchfield, R., Fernández-Aranda, F., José Santamaría, J., Penelo, E., Granero, R., Gómez-Peña, M., Aymamí, N., Moragas, L., Soto, A., & Menchón, J. M. (2011). Are online pathological gamblers different from non-online pathological gamblers on demographics, gambling problem severity, psychopathology and personality characteristics? International Gambling Studies, 11, 325-337.

Jin, C. H. (2014). The role of users’ motivations in generating social capital building and subjective well-being: The case of social network games. Computers in Human Behavior, 39, 29-38.

Jordan, N. A. (2012). Video games: Support for the evolving family therapist. Journal of Family Therapy, 35, 1-12.

Kaczmarek, L. D., & Drazkowski, D. (2014). MMORPG escapism predicts decreased well-being: Examination of gaming time, game realism beliefs, and online social support for offline problems. CyberPsychology, Behavior, and Social Networking, 17, 298-302.

Kairouz, S., Paradis, C., & Nadeau, L. (2012). Are online gamblers more at risk than offline gamblers? CyberPsychology, Behavior, and Social Networking, 15, 175-180.

Kardefelt-Winther, D. (2014). Problematizing excessive online gaming and its psychological predictors. Computers in Human Behavior, 31, 118-122.

Kato, P. M. (2010). Video games in health care: Closing the gap. Review of General Psychology, 14, 113-121.

Karlsen, F. (2011). Entrapment and near miss: A comparative analysis of psycho-structural elements in gambling games and massively multiplayer online role-playing games. International Journal of Mental Health and Addiction, 9, 193-207.

Kazakova, S., Cauberghe, V., Pandelaere, M., & De Pelsmacker, P. (2014). Players’ expertise and competition with others shape the satisfaction of competence needs, gaming gratifications, and contingent self-esteem in a gaming context. CyberPsychology, Behavior, and Social Networking, 17, 26-32.

Kelley, J. B. (2012). Gay naming in online gaming. Names, 60, 193-200.

Kerber, C. S. (2005). Problem and pathological gambling among college athletes. Annals of Clinical Psychiatry, 17, 243-247.

Khang, H., Kim, J. K., & Kim, Y. (2013). Self-traits and motivations as antecedents of digital media flow and addiction: The Internet, mobile phones, and video games. Computers in Human Behavior, 29, 2416-2424.

Khazaal, Y., Chatton, A., Bouvard, A., Khiari, H., Achab, S., & Zullino, D. (2013). Internet poker websites and pathological gambling prevention policy. Journal of Gambling Studies, 29, 51-59.

Khazaal, Y., Chatton, A., Cochand, S., Jermann, F., Osiek, C., Bondolfi, G., & Zullino, D. (2008). Quality of web-based information on pathological gambling. Journal of Gambling Studies, 24, 357-366.

Kim, Y. Y., Kim, M. H., & Oh, S. (2013). Emerging factors affecting the continuance of online gaming: The roles of bridging and bonding social factors. Cluster Computing, 17, 849–859.

King, D. L., Delfabbro, P. H., & Griffiths, M. D. (2011). The role of structural characteristics in problematic video game play: An empirical study. International Journal of Mental Health and Addiction, 9, 320-333.

Kim, E. J., Namkoong, K., Ku, T., & Kim, S. J. (2008). The relationship between online game addiction and aggression, self-control and narcissistic personality traits. European Psychiatry, 23, 212-218.

Kim, J. W., Han, D. H., Park, D. B., Min, K. J., Na, C., Won, S. K., & Park, G. N. (2010). The relationships between online game player biogenetic traits, playing time, and the genre of the game being played. Psychiatry Investigation, 17, 17-23.

Kim, K. J., & Sundar, S. (2013). Can interface features affect aggression resulting from violent video game play? An examination of realistic controller and large screen size. CyberPsychology, Behavior, and Social Networking, 16, 329-334.

Kim, M. G., & Kim, J. (2010). Cross-validation of reliability, convergent and discriminant validity for the problematic online game use scale. Computers in Human Behavior, 26, 389-398.

Kim, Y., Lee, W.-N., & Jung, J.-H. (2013). Changing the stakes: A content analysis of Internet gambling advertising in TV poker programs between 2006 and 2010. Journal of Business Research, 66, 1644-1650.

King, D. L., & Delfabbro, P. H. (2014). The cognitive psychology of Internet gaming disorder. Clinical Psychology Review, 34, 298-308.

King, D., Delfabbro, P., & Griffiths, M. (2010). The convergence of gambling and digital media: Implications for gambling in young people. Journal of Gambling Studies, 26, 175-187.

King, D. L., Delfabbro, P. H., & Griffiths, M. D. (2013). Trajectories of problem video gaming among adult regular gamers: An 18-month longitudinal study. CyberPsychology, Behavior, and Social Networking, 16, 72-76.

King, D. L., Delfabbro, P. H., Kaptsis, D., & Zwaans, T. (2014). Adolescent simulated gambling via digital and social media: An emerging problem. Computers in Human Behavior, 31, 305-313.

King, D. L., Haagsma, M. C., Delfabbro, P. H., Gradisar, M., & Griffiths, M. D. (2013). Toward a consensus definition of pathological video-gaming: A systematic review of psychometric assessment tools. Clinical Psychology Review, 33, 331-342.

King, S. A. (1999). Internet gambling and pornography: Illustrative examples of the psychological consequences of communication anarchy. CyberPsychology & Behavior, 2, 175-193. 

King, S. A., & Barak, A. (1999). Compulsive Internet gambling: A new form of an old clinical pathology. CyberPsychology & Behavior, 2, 441-456.

Király, O., Griffiths, M. D., Urbán, R., Farkas, J., Kökönyei, G., Elekes, Z., Tama´s, D., & Demetrovics, Z. (2014). Problematic Internet use and problematic online gaming are not the same: Findings from a large nationally representative adolescent sample. Cyberpsychology, Behavior, and Social Networking, 17, 749-754.

Kirby, A., Jones, C., & Copello, A. (2014). The impact of Massively Multiplayer Online Role Playing Games (MMORPGs) on psychological wellbeing and the role of play motivations and problematic use. International Journal of Mental Health and Addiction, 12, 36-51.

Klimmt, C., Schmid, H., & Orthmann, J. (2009). Exploring the enjoyment of playing browser games. CyberPsychology & Behavior, 12, 231-234.

Kneer, J., & Glock, S. (2013). Escaping in digital games: The relationship between playing motives and addictive tendencies in males. Computers in Human Behavior, 29, 1415-1420.

Kneer, J., Glock, S., Beskes, S., & Bente, G. (2012). Digital games perceived as fun or danger? Supporting and suppressing different game-related concepts. CyberPsychology, Behavior, and Social Networking, 15, 604-609.

Ko, C., Yen, J., Chen, C., Chen, S., & Yen, C. (2005). Gender differences and related factors affecting online gaming addiction among Taiwanese adolescents. Journal of Nervous and Mental Disease, 193, 273-277.

Ko, C.-H., Liu, G.-C., Hsiao, S., Yen, J.-Y., Yang, M.-J., Lin, W.-C., Yen, C.-F., & Chen, C.-S. (2009). Brain activities associated with gaming urge of online gaming addiction. Journal of Psychiatric Research, 43, 739-747.

Ko, C.-H., Liu, G.-C., Yen, J.-Y., Chen, C.-Y., Yen, C.-F., & Chen, C.-S. (2013). Brain correlates of craving for online gaming under cue exposure in subjects with Internet gaming addiction and in remitted subjects. Addiction Biology, 18, 559-569.

Ko, C.-H., Liu, G.-C., Yen, J.-Y., Yen, C.-F., Chen, C.-S., Lin, W.-C. (2013). The brain activations for both cue-induced gaming urge and smoking craving among subjects comorbid with Internet gaming addiction and nicotine dependence. Journal of Psychiatric Research, 47, 486-493.

Ko, C.-H., Yen, J. Y., Chen, S. H., Wang, P. W., Chen, C. S., & Yen, C. F. (2014). Evaluation of the diagnostic criteria of Internet gaming disorder in the DSM-5 among young adults in Taiwan. Journal of Psychiatric Research, 53, 103-110.

Kobayashi, T. (2010). Bridging social capital in online communities: Heterogeneity and social tolerance of online game players in Japan. Human Communication Research, 36, 546-569.

Koivisto, J., & Hamari, J. (2014). Demographic differences in perceived benefits from gamification. Computers in Human Behavior, 35, 179-188.

Koo, D.-M. (2009). The moderating role of locus of control on the links between experiential motives and intention to play online games. Computers in Human Behavior, 25, 466-474.

Korn, D., Murray, M., Morrison, M., Reynolds, J., & Skinner, H. A. (2006). Engaging youth about gambling using the Internet: The YouthBet.net Website. Canadian Journal of Public Health, 97, 448-453.

Kowert, R., Domahidi, E., Festl, R., & Quandt, T. (2014). Social gaming, lonely life? The impact of digital game play on adolescents’ social circles. Computers in Human Behavior, 36, 385-390.

Kowert, R., Domahidi, E., & Quandt, T. (2014). The relationship between online video game involvement and gaming-related friendships among emotionally sensitive individuals. Cyberpsychology, Behavior, and Social Networking, 17, 447-453.

Kowert, R., Festl, R., Quandt, T. (2014). Unpopular, overweight, and socially inept: Reconsidering the stereotype of online gamers. CyberPsychology, Behavior, and Social Networking, 17, 141-146.

Kowert, R., & Oldmeadow, J. A. (2013). (A) Social reputation: Exploring the relationship between online video game involvement and social competence. Computers in Human Behavior, 29, 1872-1878.

Kowert, R., Vogelgesang, J., Festl, R., & Quandt, T. (2015). Psychosocial causes and consequences of online video game play. Computers in Human Behavior, 45, 51-58.

Kozlov, M. D., & Johansen, M. K. (2010). Real behavior in virtual environments: Psychology experiments in a simple virtual-reality paradigm using video games. CyberPsychology, Behavior, and Social Networking, 13, 711-714.

Kardefelt-Winther, D. (2014). The moderating role of psychosocial well-being on the relationship between escapism and excessive online gaming. Computers in Human Behavior, 38, 68-74.

Krcmar, M., Farrar, K., & McGloin, R. (2011). The effects of video game realism on attention, retention and aggressive outcomes. Computers in Human Behavior, 27, 432-439.

Kreutzer, C. P., & Bowers, C. A. (2015). Attitudes toward a game-based approach to mental health. Cyberpsychology, Behavior, and Social Networking, 18, 20-24.

Kuss, D. J. (2013). Internet gaming addiction: Current perspectives. Psychology Research and Behavior Management, 6, 125-137.

Kuss, D. J., Louws, J., & Wiers, R. W. (2012). Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games. CyberPsychology, Behavior, and Social Networking, 15, 480-485.

Kwon, J.-H., Chung, C.-S., & Lee, J. (2011). The effects of escape from self and interpersonal relationship on the pathological use of Internet games. Community Mental Health Journal, 47, ‏113-121.

Kyttä, M., Kaaja, M., & Horelli, L. (2004). An Internet-based design game as a mediator of children’s environmental visions. Environment & Behavior, 36, 127-151.

Laakasuo, M., Palomäki, J., & Salmela, M. (2014). Experienced poker players are emotionally stable. Cyberpsychology, Behavior, and Social Networking, 17, 668-671.

LaBrie, R. A.,  Kaplan, S. A., LaPlante, D. A., Nelson, S. E., & Shaffer, H. J. (2008). Inside the virtual casino: A prospective longitudinal study of actual Internet casino gambling. European Journal of Public Health, 18, 410-416.

LaBrie, R. A., LaPlante, D. A., Nelson, S. E., Schumann, A., & Shaffer, H. J. (2007). Assessing the playing field: A prospective longitudinal study of Internet sports gambling behavior. Journal of Gambling Studies, 23, 347-362.

LaBrie, R., & Shaffer, H. J. (2011). Identifying behavioral markers of disordered Internet sports gambling. Addiction Research & Theory, 19, 56-65.

Ladd, G. T., & Petry, N. M. (2002). Disordered gambling among university-based medical and dental patients: A focus on Internet gambling. Psychology of Addictive Behaviors, 16, 76-79.

Lafrenière, M.-A. K., Vallerand, R. J., Donahue, E. G., & Lavigne, G. L. (2009). On the costs and benefits of gaming: The role of passion. CyberPsychology & Behavior, 12, 85-90.

Lam, L. T., Cheng, Z. H., & Liu, X. M. (2013). Violent online games exposure and cyberbullying/victimization among adolescents. CyberPsychology, Behavior, and Social Networking, 16, 159-165.

Lange, P. G. (2011). Learning real-life lessons from online games. Games and Culture, 6, 17-37.

LaPlante, D. A., Kleschinsky,  J. H., LaBrie, R. A., Nelson, S. E., & Shaffer, H. J. (2009). Sitting at the virtual poker table: A prospective epidemiological study of actual Internet poker gambling behavior. Computers in Human Behavior, 25, 711-717.

LaPlante, D. A., Schumann, A., LaBrie, R. A., & Shaffer, H. J. (2008). Population trends in Internet sports gambling. Computers in Human Behavior, 24, 2399-2414.

Lee, C. B. P. (2011). Online help for problem gambling among Chinese youths. International Journal of Mental Health and Addiction, 9, 672-681.

Lee, C.-C., & Chang, J.-W. (2013). Does trust promote more teamwork? Modeling online game players’ teamwork using team experience as a moderator. CyberPsychology, Behavior, and Social Networking, 16, 813-819.

Lee, E. J. (2011). A case study of Internet game addiction. Journal of Addictions Nursing, 22, 208-213.

Lee, H. J., Choi, J., Kim, J. W., Park, S. J., & Gloor, P. (2013). Communication, opponents, and clan performance in online games: A social network approach. CyberPsychology, Behavior, and Social Networking, 16, 878-883.

Lee, H. W., Choi, J.-S., Shin, Y.-C., Lee, J.-Y., Jung, H. Y., & Kwon, J. S. (2012). Impulsivity in Internet addiction: A comparison with pathological gambling. CyberPsychology, Behavior, and Social Networking, 15, 373-377.

Lee, J., Chen, C. C., Song, H. J., & Lee, C. K. (2014). The role of responsible gambling strategy and gambling passion in the online gamblers’ decision-making process: Revising the theory of planned behavior. Journal of Gambling Studies, 30, 403-422.

Lee, J., Lee, M., Choi, I. H. (2012). Social network games uncovered: Motivations and their attitudinal and behavioral outcomes. CyberPsychology, Behavior, and Social Networking, 15, 643-648.

Lee, K. M., Peng, W., & Klein, J. (2010). Will the experience of playing a violent role in a video game influence people’s judgments of violent crimes? Computers in Human Behavior, 26, 1019-1023.

Lee, M., Ko, Y., Song, H., Kwon, K., Lee, H., Nam, M., & Jung, I. (2007). Characteristics of Internet use in relation to game genre in Korean adolescents. CyberPsychology & Behavior, 10, 278-285.

Lee, M.-C., & 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.

Lee, S. Y. (2015). Interpersonal influence on online game choices. Computers in Human Behavior, 45, 129-136.

Lee, Y.-H. (2011). ‘Gaming is my work’: Identity work in Internet hobbyist game workers. Work, Employment and Society, 25, 451-467.

Lee, Y.-H., Heeter, C., Magerko, B., & Medler, B. (2012). Gaming mindsets: implicit theories in serious game learning. CyberPsychology, Behavior, and Social Networking, 15, 190-194.

Lee, Y.-H., & Wohn, D. Y. (2012). Are there cultural differences in how we play? Examining cultural effects on playing social network games. Computers in Human Behavior, 28, 1307-1314.

Lehenbauer-Baum, M., & Fohringer, M. (2015). Towards classification criteria for Internet gaming disorder: Debunking differences between addiction and high engagement in a German sample of World of Warcraft players. Computers in Human Behavior, 45, 345-351.

Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2009). Development and validation of a game addiction scale for adolescents. Media Psychology, 12, 77-95.

Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2011). Psychosocial causes and consequences of pathological gaming. Computers in Human Behavior, 27, 144-152.

Lemola, S., Brand, S., Vogler, N., Perkinson-Gloor, N., Allemand, M., & Grob, A. (2011). Habitual computer game playing at night is related to depressive symptoms. Personality and Individual Differences, 51, 117-122.

Levene, R., & Dickins, T. E. (2008). Sex-related invariance across cultures in an online role-playing game. Journal of Evolutionary Psychology, 6, 141-148.

Li, D. D., Liau, A. K., & Khoo, A. (2013). Player-Avatar identification in video gaming: Concept and measurement. Computers in Human Behavior, 29, 257-263.

Li, H., Liu, Y., Xu, X., Heikkilä, J., & van der Heijden, H. (2015). Modeling hedonic is continuance through the uses and gratifications theory: An empirical study in online games. Computers in Human Behavior, 48, 261-272.

Li, H., & Wang, S. (2013). The role of cognitive distortion in online game addiction among Chinese adolescents. Children and Youth Services Review, 35, 1468-1475.

Li, J., Theng, Y. L., & Foo, S. (2014). Game-based digital interventions for depression therapy: A systematic review and meta-analysis. CyberPsychology, Behavior, and Social Networking, 17, 519-527.

Lim, S., Roselyn Lee, J.-E. (2009). When playing together feels different: Effects of task types and social contexts on physiological arousal in multiplayer online gaming contexts. CyberPsychology & Behavior, 12, 59-61.

Lin, C. P. (2009). Learning online brand personality and satisfaction: The moderating effects of gaming engagement. International Journal of Human-Computer Interaction, 25, 220-236.

Lin, H.-W., & Lin, Y.-L. (2014). Digital educational game value hierarchy from a learners’ perspective. Computers in Human Behavior, 30, 1-12.

Lin, S.-F. (2010). Gender differences and the effect of contextual features on game enjoyment and responses. CyberPsychology, Behavior, and Social Networking, 13, 533-537.

Lin, S.-F. (2011). Effect of opponent type on moral emotions and responses to video game play. CyberPsychology, Behavior, and Social Networking, 14, 695-698.

Li, D., Liau, A., & Khoo, A. (2011). Examining the influence of actual-ideal self-discrepancies, depression, and escapism, on pathological gaming among massively multiplayer online adolescent gamers. CyberPsychology, Behavior, and Social Networking, 14, 535-539.

Lin, J. Y., Wang, E. S., Kao, L. L. Y., & Cheng, J. M. (2007). A study of the perceived recognition affecting the adoption of innovation with respect to the online game in Taiwan. CyberPsychology & Behavior, 10, 813-815.

Lin, J.-H. (2013). Do video games exert stronger effects on aggression than film? The role of media interactivity and identification on the association of violent content and aggressive outcomes. Computers in Human Behavior, 29, 535-543.

Lin, T.-C. (2013). Effects of gender and game type on autonomic nervous system physiological parameters in long-hour online game players. CyberPsychology, Behavior, and Social Networking, 16, 820-827.

Lin, W.-K., Chiu, C.-K., & Tsai, Y.-H. (2008). Modeling relationship quality and consumer loyalty in virtual communities. CyberPsychology & Behavior, 11, 561-564.

Liu, E. Z. F. (2011). Avoiding Internet addiction when integrating digital games into teaching. Social Behavior and Personality, 39, 1325-1336.

Liu, M., & Peng W. (2009). Cognitive and psychological predictors of the negative outcomes associated with playing MMOGs (massively multiplayer online games). Computers in Human Behavior, 25, 1306-1311.

Lloyd, J., Doll, H., Hawton, K., Dutton, W. H., Geddes, J. R., Goodwin, G. M., & Rogers, R. D. (2010). Internet gamblers: A latent class analysis of their behaviours and health experiences. Journal of Gambling Studies, 26, 387-399.

Lloyd, J., Doll, H., Hawton, K., Dutton, W. H., Geddes, J. R., Goodwin, G. M., & Rogers, R. D. (2010). How psychological symptoms relate to different motivations for gambling: An online study of Internet gamblers. Biological Psychiatry, 68, 733-740.

Lo, S.-K. (2008). The impact of online game character’s outward attractiveness and social status on interpersonal attraction. Computers in Human Behavior, 24, 1947-1958.

Lo, S. K., Wang, C. C., & Fang, W. (2005). Physical interpersonal relationships and social anxiety among online game players. CyberPsychology & Behavior, 8, 15-20.

Lobel, A., Granic, I., & Engels, R. C. M. (2014). Stressful gaming, interoceptive awareness, and emotion regulation tendencies: A novel approach. CyberPsychology, Behavior, and Social Networking, 17, 222-227.

Loh, C. S., & Sheng, Y. (2014). Maximum similarity index (MSI): A metric to differentiate the performance of novices vs. multiple-experts in serious games. Computers in Human Behavior, 39, 322-330.

Longman, H., O’Connor, E., & Obst, P. (2009). The effect of social support derived from World of Warcraft on negative psychological symptoms. CyberPsychology & Behavior, 12, 563-566.

Lopez-Fernandez, O., Honrubia-Serrano, M. L., Baguley, T., & Griffiths, M. D. (2014). Pathological video game playing in Spanish and British adolescents: Towards the exploration of Internet Gaming Disorder symptomatology. Computers in Human Behavior, 41, 304-312.

Lu, H.-P., & Wang, S.-M. (2008). The role of Internet addiction in online game loyalty: an exploratory study. Internet Research: Electronic Networking Applications and Policy, 18, 499-519.

Lu, L., Shen, C., & Williams, D. (2014). Friending your way up the ladder: Connecting massive multiplayer online game behaviors with offline leadership. Computers in Human Behavior, 35, 54-60.

Lukavska, K. (2012). Time perspective as a predictor of massive multiplayer online role-playing game playing. CyberPsychology, Behavior, and Social Networking, 15, 50-54.

MacKay, T.-L., & Hodgins, D. C. (2012). Cognitive distortions as a problem gambling risk factor in Internet gambling. International Gambling Studies, 12, 163-175.

Maddi, S. R., Erwin, L. M., Carmody, C. L., Villarreal, B. J., White, M., & Gundersen, K. K. (2013). Relationship of hardiness, grit, and emotional intelligence to Internet addiction, excessive consumer spending, and gambling. Journal of Positive Psychology, 8, 128-134.

Markey, P. M., & Markey, C. N. (2010). Vulnerability to violent video games: A review and integration of personality research. Review of General Psychology, 14, 82-91.

Markey, P. M., & Scherer, K. (2009). An examination of psychoticism and motion capture controls as moderators of the effects of violent video games. Computers in Human Behavior, 25, 407-411.

Matthews, M., & Coyle, D. (2010). The role of gaming in mental health. In K. Anthony, D. A. N. Nagel, & S. Goss (Eds.), The use of technology in mental health applications ethics and practice (pp. 134-142). Springfield IL: Charles C Thomas.

Matthews, N., Farnsworth, B., & Griffiths, M. D. (2009). A pilot study of problem gambling among student online gamblers: Mood states as predictors of problematic behavior. CyberPsychology & Behavior, 12, 741-745.

Mazurek, M. O., & Engelhardt, C. R. (2013). Video game use and problem behaviors in boys with autism spectrum disorders. Research in Autism Spectrum Disorders, 7, 316-324.

Mazurek, M. O., & Wenstrup, C. (2013). Television, video game and social media use among children with ASD and typically developing siblings. Journal of Autism and Developmental Disorders, 43, 1258-1271.

McBride, J., & Derevensky, J. (2009). Internet gambling behavior in a sample of online gamblers. International Journal of Mental Health and Addiction, 7, 149-167.

McCormack, A., & Griffiths, M. D. (2012). Motivating and inhibiting factors in online gambling behaviour: A grounded theory study. International Journal of Mental Health and Addiction, 10, 39-53.

McCormack, A., Shorter, G. W., & Griffiths, M. D. (2013). Characteristics and predictors of problem gambling on the Internet. International Journal of Mental Health and Addiction, 11, 634-657.

McCormack, A., Shorter, G. W., & Griffiths, M. D. (2014). An empirical study of gender differences in online gambling. Journal of Gambling Studies, 30, 71-80.

McDermott, A. F., Bavelier, D., & Green, C. S. (2014). Memory abilities in action video game players. Computers in Human Behavior, 34, 69-78.

McKernan, B., Martey, R. M., Stromer-Galley, J., Kenski, K., Clegg, B. A., Folkestad, J. E., Rhodes, M. G., Shaw, A., Saulnier, E. T., & Strzalkowski, T. (2015). We don’t need no stinkin’badges: The impact of reward features and feeling rewarded in educational games. Computers in Human Behavior, 45, 299-306.

Mehroof, M., & Griffiths, M. D. (2010). Online gaming addiction: The role of sensation seeking, self-control, neuroticism, aggression, state anxiety, and trait anxiety. CyberPsychology, Behavior, and Social Networking, 13, 313-316.

Mentzoni, R. A., Brunborg, G. S., Molde, H., Myrseth, H., Mår Skouverøe, K. J., Hetland, J., & Pallesen, S. (2011). Problematic video game use: Estimated prevalence and associations with mental and physical health. CyberPsychology, Behavior, and Social Networking, 14, 591-596.

Messerlian, C., Byrne, A. M., & Derevensky, J. L. (2004). Gambling, youth and the Internet: Should we be concerned? The Canadian Child and Adolescent Psychiatry Review, 13, 3-6.

Metcalf, O., & Pammer, K. (2011). Attentional bias in excessive massively multiplayer online role-playing gamers using a modified Stroop task. Computers in Human Behavior, 27, 1942-1947.

Mihan, R., Anisimowicz, Y., & Nicki, R. (2015). Safer with a partner: Exploring the emotional consequences of multiplayer video gaming. Computers in Human Behavior, 44, 299-304.

Miller , S. M. (2008). The effect of frequency and type of Internet use on perceived social support and sense of well-being in individuals with spinal cord injury. Rehabilitation Counseling Bulletin, 51, 148-158.

Monaghan, S. (2009). Responsible gambling strategies for Internet gambling: The theoretical and empirical base of using pop-up messages to encourage self-awareness. Computers in Human Behavior, 25, 202-207.

Monaghan, S., & Wood, R. T. (2010). Internet-based interventions for youth dealing with gambling problems. International Journal of Adolescent Medicine and Health, 22, 113-128.

Montag, C., Flierl, M., Markett, S., Walter, N., Jurkiewicz, M., & Reuter, M. (2011). Internet addiction and personality in first-person-shooter video gamers. Journal of Media Psychology, 23, 163-173.

Moreno-Ger, P., Burgos, D., Martinez-Ortiz, I., Sierra, J. L., & Fernandez-Manjon, B. (2008). Educational game design for online education. Computers in Human Behavior, 24, 2530-2540.

Myrseth, H., Brunborg, G. S., Eidem, M., & Pallesen, S. (2013). Description and pre-post evaluation of a telephone and Internet based treatment programme for pathological gambling in Norway: A pilot study. International Gambling Studies, 13, 205-220.

Nacke, L. E., Nacke, A., & Lindley, C. A. (2009). Brain training for silver gamers: Effects of age and game form on effectiveness, efficiency, self-assessment, and gameplay experience. CyberPsychology & Behavior, 12, 493-499.

Nelson, S. E., LaPlante, D. A., Peller, A. J., Schumann, A., LaBrie, R. A., & Shaffer, H. J. (2008). Real Limits in the virtual world: Self-limiting behavior of Internet gamblers. Journal of Gamblers Studies, 24, 463-477.

Neys, J. L. D., Jansz, J., & Tan, E. S. H. (2014). Exploring persistence in gaming: The role of self-determination and social identity. Computers in Human Behavior, 37, 196-209.

Ng, B. D., & Wiemer-Hastings, P. (2005). Addiction to the Internet and online gaming. CyberPsychology & Behavior, 8, 110-113.

Oakes, J., Battersby, M. W., Pols, R. G., & Cromarty, P. (2008). Exposure therapy for problem gambling via videoconferencing: A case report. Journal of Gambling Studies, 24, 107-118.

Olason, D. T., Kristjansdottir, E., Einarsdottir, H., Haraldsson, H., Bjarnason, G., & Derevensky, J. L. (2011). Internet gambling and problem gambling among 13 to 18 year old adolescents in Iceland. International Journal of Mental Health and Addiction, 9, 257-263.

O’Leary, K., & Carroll, C. (2013). The online poker sub-culture: Dialogues, interactions and networks. Journal of Gambling Studies, 29, 613-630.

Olson, C. K. (2010). Children’s motivations for video game play in the context of normal development. Review of General Psychology, 14, 180-187.

Olson, C. K., Kutner, L. A., Warner, D. E., Almerigi, J. B., Baer, L., Nicholi, A. M., & Beresin, E. V. (2007). Factors correlated with violent video game use by adolescent boys and girls. Journal of Adolescent Health, 41, 77-83.

O’Neil, H. F., Chung, G. K. W. K., Kerr, D., Vendlinski, T. P., Buschang, R. E., & Mayer, R. E. (2014). Adding self-explanation prompts to an educational computer game. Computers in Human Behavior, 30, 23-28.

Orr, E. S., Ross, C., & Orr, R. R. (2012). Trait and symptom differences between factions in online gaming: The vulnerable side of evil. Computers in Human Behavior, 28, 739-743.

Orvis, K. A., Horn, D. B., & Belanich, J. (2008). The roles of task difficulty and prior videogame experience on performance and motivation in instructional videogames. Computers in Human Behavior, 24, 2415-2433.

Parker, J. D. A., Taylor, R. N., Eastabrook, J. M., Schell, S. L., & Wood, S. M. (2008). Problem gambling in adolescence: Relationships with Internet misuse, gaming abuse and emotional intelligence. Personality and Individual Differences, 45, 174-180.

Paasonen, S. (2002). Gender, identity, and (the limits of) play on the Internet. In M. Consaluo, & S. Paasonen (Eds.), Women & everyday uses of the Internet: Agency & identity (pp. 21-43). New York: Perer Lang Publishing.

Padilla-Walker, L. M., Nelson, L. J., Carroll, J. S., & Jensen, A. C. (2010). More than a just a game: Video game and Internet use during emerging adulthood. Journal of Youth and Adolescence, 39, 103-113.

Palomäki, J., Laakasuo, M., & Salmela, M. (2013). ‘‘Don’t Worry, It’s Just Poker!’’ – Experience, self-rumination and self-reflection as determinants of decision-making in on-line poker. Journal of Gambling Studies, 29, 491-505.

Papay, O., Urban, R., Griffiths, M. D., Nagygyorgy, K., Farkas, J., Kokonyei, G., Felvinczi, K., Olah, A., Elekes, Z., & Demetrovics, Z. (2013). Psychometric properties of the problematic online gaming questionnaire short-form and prevalence of problematic online gaming in a national sample of adolescents. CyberPsychology, Behavior, and Social Networking, 16, 340-348.

Paraskeva, F., Mysirlaki, S., & Papagianni, A. (2010). Multiplayer online games as educational tools: Facing new challenges in learning. Computers & Education, 54, 498-505.

Park, B.-W., & Ahna, J.-H. (2010). Policy analysis for online game addiction problems. System Dynamics Review, 26, 117-138.

Park, B.-W., & Lee, K. C. (2011). An empirical analysis of online gamers’ perceptions of game items: Modified theory of consumption values approach. CyberPsychology, Behavior, & Social Networking, 14, 453-459.

Park, J., & Lee, G. (2012). Associations between personality traits and experiential gratification in an online gaming context. Social Behavior and Personality, 40, 855-862.

Park, J., Song, Y., & Teng, C.-I. (2011). Exploring the links between personality traits and motivations to play online games. CyberPsychology, Behavior, and Social Networking, 14, 747-751.

Pawlikowski, M., & Brand, M. (2011). Excessive Internet gaming and decision making: Do excessive world of warcraft players have problems in decision making under risky conditions? Psychiatry Research, 188, 428-433.

Peng, W., Lin, J.-H., & Crouse, J. (2011). Is playing exergames really exercising? A meta-analysis of energy expenditure in active video games. CyberPsychology, Behavior, and Social Networking, 14, 681-688.

Peng, W., & Liu, M. (2010). Online gaming dependency: A preliminary study in China. CyberPsychology, Behavior, and Social Networking, 13, 329-333.

Peng, W., Liu, M., & Mou, Y. (2008). Do aggressive people play violent computer games in a more aggressive way? Individual difference and idiosyncratic game-playing experience. CyberPsychology & Behavior, 11, 157-161.

Peters, C. S., & Malesky, L. A. (2008). Problematic usage among highly-engaged players of massively multiplayer online role playing games. CyberPsychology & Behavior, 11, 481-484.

Petry, N. M. (2006). Internet gambling: An emerging concern in family practice medicine? Family Practice, 23, 421-426.

Petry, N. M. (2011). Commentary on Van Rooij et al. (2011): ‘Gaming addiction’ – a psychiatric disorder or not? Addiction, 106, 213-214.

Petry, N. M., Rehbein, F., Gentile, D. A., Lemmens, J. S., Rumpf, H. J., Mößle, T., Bischof, G., Toa, R., Fung, D. S. S., Borges, G., Auriacombe, M., Ibáñez, A. G., Tam, P., & O'Brien, C. P. (2014). An international consensus for assessing Internet gaming disorder using the new DSM-5 approach. Addiction, 109, 1399-1406.

Pfister, R. (2011). Gender effects in gaming research: A case for regression residuals? CyberPsychology, Behavior, and Social Networking, 14, 603-606.

Philander, K. S. (2014). Identifying high-risk online gamblers: A comparison of data mining procedures. International Gambling Studies, 14, 53-63.

Philander, K. S., & MacKay, T. L. (2014). Online gambling participation and problem gambling severity: is there a causal relationship? International Gambling Studies, 14, 214-227.

Phillips, J. G., Sargeant, J., Ogeil, R. P., Chow, Y. W., & Blaszczynski, A. (2014). Self-reported gambling problems and digital traces. Cyberpsychology, Behavior, and Social Networking, 17, 742-748.

Poels, K., van den Hoogen, W., Ijsselsteijn, W., & de Kort, Y. (2012). Pleasure to play, arousal to stay: The effect of player emotions on digital game preferences and playing time. CyberPsychology, Behavior, and Social Networking, 15, 1-6.

Pontes, H. M., & Griffiths, M. D. (2015). Measuring DSM-5 Internet gaming disorder: Development and validation of a short psychometric scale. Computers in Human Behavior, 45, 137-143.

Potenza, M. N., Wareham, J. D., Steinberg, M. A., Rugle, L., Cavallo, D. A., Krishnan-Sarin, S., & Desai, R. A. (2011). Correlates of at-risk/problem Internet gambling in adolescents. Journal of the American Academy of Child & Adolescent Psychiatry, 50, 150-159.

Procci, K., Singer, A. R., Levy, K. R., & Bowers, C. (2012). Measuring the flow experience of gamers: An evaluation of the DFS-2. Computers in Human Behavior, 28, 2306-2312.

Przybylski, A. K. (2014). Who believes electronic games cause real world aggression? CyberPsychology, Behavior, and Social Networking, 17, 228-234.

Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010). A motivational model of video game engagement. Review of General Psychology, 14, 154-166.

Przybylski, A. K., Ryan, R. M., & Rigby, C. S. (2009). The motivating role of violence in video games. Personality and Social Psychology Bulletin, 35, 243-259.

Przybylski, A. K., Weinstein, N., Ryan, R. M., & Rigby, C. S. (2009). Having to versus wanting to play: Background and consequences of harmonious versus obsessive engagement in video games. Cyberpsychology & Behavior, 12, 485-492.

Qian, G. (2010). Psychological perspectives on social behaviors of Chinese MMORPG players. Lecture Notes in Computer Science, 6249, 192-202.

Rantala, V., & Sulkunen, P. (2012). Is pathological gambling just a big problem or also an addiction? Addiction Research and Theory, 20, 1-10.

Ratan, R. A., Shen, C., Williams, D., Chung, J. E., & Poole, M. S. (2010). Schmoozing and smiting: Trust, social institutions, and communication patterns in an MMOG. Journal of Computer-Mediated Communication, 16, 93-114.

Rau, P. P., Peng, S., & Yang, C. (2006). Time distortion for expert and novice online game players. CyberPsychology & Behavior, 9, 396-403.

Reer, F., & Kramer, N. C. (2014). Underlying factors of social capital acquisition in the context of online-gaming: Comparing World of Warcraft and Counter-Strike. Computers in Human Behavior, 36, 179-189.

Rehbein, F., Psych, G., Kleimann, M., Mediasci, G., & Mößle, T. (2010). Prevalence and risk factors of video game dependency in adolescence: Results of a German nationwide survey. CyberPsychology, Behavior, and Social Networking, 13, 269-277.

Reinecke, L. (2009). Games at work: The recreational use of computer games during working hours. CyberPsychology & Behavior, 12, 461-465.

Rezaei, S., & Ghodsi, S. S. (2014). Does value matters in playing online game? An empirical study among massively multiplayer online role-playing games (MMORPGs). Computers in Human Behavior, 35, 252-266.

Ribbens, W. (2013). Perceived game realism: A test of three alternative models. CyberPsychology, Behavior, and Social Networking, 16, 31-36.

Richardson, A. E., Powers, M. E., & Bousquet, L. G. (2011). Video game experience predicts virtual, but not real navigation performance. Computers in Human Behavior, 27, 552-560.

Rieger, D., Wulf, T., Kneer, J., Frischlich, L., & Bente, G. (2014). The winner takes it all: The effect of in-game success and need satisfaction on mood repair and enjoyment. Computers in Human Behavior, 39, 281-286.

Ritterfeld, U., Shen, C., Wang, H., Nocera, L., & Wong, W. L. (2009). Multimodality and interactivity: Connecting properties of serious games with educational outcomes. CyberPsychology & Behavior, 12, 691-697.

Rivero, T. S., Covre, P., Reyes, M. B., & Bueno, O. F. A. (2013). Effects of chronic video game use on time perception: Differences between sub- and multi-second intervals. CyberPsychology, Behavior, and Social Networking, 16, 140-144.

Rodda, S., & Lubman, D. I. (2014). Characteristics of gamblers using a national online counselling service for problem gambling. Journal of Gambling Studies, 30, 277-289.

Ross, T. L., & Collister, L. B. (2014). A social scientific framework for social systems in online video games: Building a better looking for raid loot system in World of Warcraft. Computers in Human Behavior, 36, 1-12.

Roth, C., Vermeulen, I., Vorderer, P., & Klimmt, C. (2012). Exploring replay value: Shifts and continuities in user experiences between first and second exposure to an interactive story. CyberPsychology, Behavior, and Social Networking, 15, 378-381.

Schimmenti, A., Guglielmucci, F., Barbasio, C., & Granieri, A. (2012).  Attachment disorganization and dissociation in virtual worlds: A study on problematic Internet use among players of online role playing games. Clinical Neuropsychiatry, 9, 195-202.

Schmierbach, M., Limperos, A. M., & Woolley, J. A. (2012). Feeling the need for (personalized) speed: How natural controls and customization contribute to enjoyment of a racing game through enhanced immersion. CyberPsychology, Behavior, and Social Networking, 15, 364-369.

Schmitt, Z. L., & Livingston, M. G. (2015). Video game addiction and college performance among males: Results from a 1 year longitudinal study. CyberPsychology, Behavior, and Social Networking, 18, 25-29.

Schoech, D., Boyas, J. F., Black, B. M., & Elias-Lambert, N. (2013). Gamification for behavior change: Lessons from developing a social, multiuser, Web-tablet based prevention game for youths. Journal of Technology in Human Services, 30, 197-217.

Scholes-Balog, K. E., & Hemphill, S. A. (2012). Relationships between online gambling, mental health, and substance use: A Review. CyberPsychology, Behavior, and Social Networking, 15, 688-692.

Schrader, C., & Bastiaens, T. J. (2012). The influence of virtual presence: Effects on experienced cognitive load and learning outcomes in educational computer games. Computers in Human Behavior, 28, 648-658.

Seo, M., Kang, H. S., & Chae, S. M. (2012). Emotional competence and online game use in adolescents. Computers Informatics Nursing, 30, 640-646.

Seok, S., & DaCosta, B. (2012). The world’s most intense online gaming culture: Addiction and high-engagement prevalence rates among South Korean adolescents and young adults. Computers in Human Behavior, 28, 2143-2151.

Sévigny, S., Cloutier, M., Pelletier, M., & Ladouceur, R. (2005). Internet gambling: misleading payout rates during the "demo" period. Computers in Human Behavior, 21, 153-158.

Shaffer, H. J. (1996).  Understanding the means and objects of addiction: Technology, the Internet, and gambling. Journal of Gambling Studies, 12, 461-469.

Shaffer, H. J., Peller, A. J., LaPlante, D. A., Nelson, S. E., & LaBrie, R. A. (2010). Toward a paradigm shift in Internet gambling research: From opinion and self-report to actual behavior. Addiction Research & Theory, 18, 270-283.

Shaffer, H. J., & Shaffer, P. M. (2014). Psychiatric epidemiology, nosology, and treatment: Considering Internet gambling. Psychiatric Annals, 44, 371-378.

Shandley, K., Austin, D., Klein, B., & Kyrios, M. (2010). An evaluation of ‘reach out central’: An online gaming program for supporting the mental health of young people. Health Education Research, 25, 563-574.

Shead, N. W., Derevensky, J. L., Fong, T. W., & Gupta, R. (2012). Characteristics of Internet gamblers among a sample of students at a large, public university in south western United States. Journal of College Student Development, 53, 133-148.

Shen, C., & Chen, W. (2015). Gamers’ confidants: Massively Multiplayer Online Game participation and core networks in China. Social Networks, 40, 207-214.

Shen, C., Monge, P., & Williams, D. (2014). The evolution of social ties online: A longitudinal study in a massively multiplayer online game. Journal of the Association for Information Science and Technology, 65, 2127-2137.

Shen, C., & Williams, D. (2011). Unpacking time online: Connecting Internet and massively multiplayer online game use with psychosocial well-being. Communication Research, 38, 123-149.

Sherry, J. L., Lucas, K., Greenberg, B. S., & Holmstrom, A. (2013). Child development and genre preference: Research for educational game design. CyberPsychology, Behavior, and Social Networking, 16, 335-339.

Shieh, K. -F., & Cheng, M. -S. (2007). An empirical study of experiential value and lifestyles and their effects on satisfaction in adolescents: An example using online gaming. Adolescence, 42, 199-215.

Shin, D.-H., & Ahn, D. (2013). Associations between game use and cognitive empathy: A cross-generational study. CyberPsychology, Behavior, and Social Networking, 16, 599-603.

Shin, D.-H., & Shin, Y.-J. (2011). Why do people play social network games? Computers in Human Behavior, 27, 852-861.

Shin, W. S., & Huh, J. S. (2011). Parental mediation of teenagers' video game playing: Antecedents and consequences. New Media & Society, 13, 945-962.

Siemens, J. C., & Kopp, S. W. (2011). The influence of online gambling environments on self-control. Journal of Public Policy & Marketing, 30, 279-293.

Silseth, K. (2012). The multivoicedness of game play: Exploring the unfolding of a student’s learning trajectory in a gaming context at school. Computer-Supported Collaborative Learning, 7, 63-84.

Silva, L., & Mousavidin, E. (2015). Strategic thinking in virtual worlds: Studying World of Warcraft. Computers in Human Behavior, 46, 168-180.

Simões, J., Redondo, R. D., & Vilas, A. F. (2013). A social gamification framework for a K-6 learning platform. Computers in Human Behavior, 29, 345-353.

Skoric, M. M., Ching Teo, L. L., & Neo, R. L. (2009). Children and video games: Addiction, engagement, and scholastic achievement. CyberPsychology & Behavior, 12, 567-572.

Smahel, D., Blinka, L., & Ledabyl, O. (2008). Playing MMORPGs: Connections between addiction and identifying with a character. CyberPsychology & Behavior, 11, 715-718.

Smeaton, M., & Griffiths, M. (2004). Internet gambling and social responsibility: An exploratory study. CyberPsychology & Behavior, 7, 49-57.

Smith, S. P., Stibric, M., & Smithson, D. (2013). Exploring the effectiveness of commercial and custom-built games for cognitive training. Computers in Human Behavior, 29, 2388-2393.

Snodgrass, J. G., Lacy, M. G., Dengah, H. J. F., & Fagan, J. (2011). Enhancing one life rather than living two: Playing MMOs with offline friends. Computers in Human Behavior, 27, 1211-1222.

Snodgrass, J. G., Lacy, M. G., Francois Dengah, H. J, II, Eisenhauer, S., Batchelder, G., & Cookson, R. J. (2014). A vacation from your mind: Problematic online gaming is a stress response. Computers in Human Behavior, 38, 248-260.

Son, D. T., Yasuoka, J., Poudel, K. C., Otsuka, K., & Jimba, M. (2013). Massively multiplayer online role-playing games (MMORPG): Association between its addiction, self-control and mental disorders among young people in Vietnam. International Journal of Social Psychiatry, 59, 570-577.

Song, H., Kim, J., Kwon, R. J., & Jung, Y. (2013). Anti-smoking educational game using avatars as visualized possible selves. Computers in Human Behavior, 29, 2029-2036.

Song, S., & Kim, M. (2012). Five models of players’ rule behavior for game balance. CyberPsychology, Behavior, and Social Networking, 15, 498-502.

Spekman, M. L. C., Konijn, E. A., Roelofsma, P. H. M. P., & Griffiths, M. D. (2013). Gaming addiction, definition and measurement: A large-scale empirical study. Computers in Human Behavior, 29, 2150-2155.

Steadman, J., Boska, C., Lee, C., Lim, X. S., & Nichols, N. (2014). Using popular commercial video games in therapy with children and adolescents. Journal of Technology in Human Services, 32, 201-219.

Steinkuehler, C. A. & Williams, D. (2006). Where everybody knows your (screen) name: Online games as "third places". Journal of Computer-Mediated Communication, 11, 885-909.

Stetina, B. U., Kothgassner, O. D., Lehenbauer, M., & Kryspin-Exner, I. (2011). Beyond the fascination of online-games: Probing addictive behavior and depression in the world of online-gaming. Computers in Human Behavior, 27, 473-479.

Subrahmanyam, K., & Greenfield, P. (2012). Digital media and youth: Games, Internet, and development. In D. G. Singer, & J. L. Singer (Eds.), Handbook of children and the media (pp. 75-96). Thousand Oaks, CA: Sage.

Suissa, A. J. (2011). Vulnerability and gambling addiction: Psychosocial benchmarks and avenues for intervention. International Journal of Mental Health and Addiction, 9, 12-23.

Sun, D.-L., Ma, N., Bao, M., Chen, X.-C., & Zhang, D.-R. (2008). Computer games: A double-edged sword? CyberPsychology & Behavior, 11, 545-548.

Sun, Y., Ying, H., Seetohul, R. M., Xuemei, W., Ya, Z., Qian, L., Guoqing, X., & Ye, S. (2012). Brain fMRI study of crave induced by cue pictures in online game addicts (male adolescents). Behavioural Brain Research, 233, 563-576.

Svensson, J., & Romild, U. (2011). Incidence of Internet gambling in Sweden: Results from the Swedish longitudinal gambling study. International Gambling Studies, 11, 357-375.

Sylvia, Z., King, T. K., & Morse, B. J. (2014). Virtual ideals: The effect of video game play on male body image. Computers in Human Behavior, 37, 183-188.

Szell, M., & Thurner, S. (2010). Measuring social dynamics in a massive multiplayer online game. Social Networks, 32, 313-329.

Tanes, Z., & Cho, H. (2013). Goal setting outcomes: Examining the role of goal interaction in influencing the experience and learning outcomes of video game play for earthquake preparedness. Computers in Human Behavior, 29, 858-869.

Tear, M. J., & Nielsen, M. (2014). Video games and prosocial behavior: A study of the effects of non-violent, violent and ultra-violent gameplay. Computers in Human Behavior, 41, 8-13.

Teng, C.-I. (2008). Personality differences between online game players and nonplayers in a student sample. CyberPsychology & Behavior, 11, 232-234.

Teng, C.-I. (2010). Customization, immersion satisfaction, and online gamer loyalty. Computers in Human Behavior, 26, 1547-1554.

Teng, C.-I. (2013). How do challenges increase customer loyalty to online games? CyberPsychology, Behavior, and Social Networking, 16, 884-891.

Teng, C.-I., Chen, M.-Y., Chen, Y.-J., & Li, Y.-J. (2012). Loyalty due to others: The relationships among challenge, interdependence, and online gamer loyalty. Journal of Computer-Mediated Communication, 17, 489-500.

Teng, C.-I., Lo, S.-K., & Wang, P.-C. (2007). How to know and choose online games: Differences between current and potential players. CyberPsychology & Behavior, 10, 837-840.

Teng, C.-I., Tseng, F.-C., Chen, Y.-S., & Wu, S. (2012). Online gaming misbehaviours and their adverse impact on other gamers. Online Information Review, 36, 342-358.

Terlecki, M. S., &  Newcombe, N. S. (2005). How important is the digital divide? The relation of computer and videogame usage to gender differences in mental rotation ability. Sex Roles, 53, 433-441.

Thomas, N. J., & Martin, F. H. (2010). Video-arcade game, computer game and Internet activities of Australian students: Participation habits and prevalence of addiction. Australian Journal of Psychology, 62, 59-66.

Tinwell, A., Nabi, D. A., & Charlton, J. P. (2013). Perception of psychopathy and the Uncanny Valley in virtual characters. Computers in Human Behavior, 29, 1617-1625.

Tolchinsky, A., & Jefferson, S. D. (2011). Problematic video game play in a college sample and its relationship to time management skills and attention-deficit/hyperactivity disorder symptomology. CyberPsychology, Behavior, And Social Networking, 9, 489-496.

Tonioni, F., Mazza, M., Autullo, G., Cappelluti, R., Catalano, V., Marano, G., Fiumana, V., Moschetti, C., Alimonti, F., Luciani, M., & Lai, C. (2014). Is Internet addiction a psychopathological condition distinct from pathological gambling? Addictive Behaviors, 39, 1052-1056.

Topor, D. R., Swenson, L. P., Liguori, G. M., Spirito, A., Lowenhaupt, E. A., & Hunt, J. (2011). Problematic video game use scale: Initial psychometric properties with psychiatrically hospitalized adolescents. Journal of clinical psychiatry, 72, 1611-1615.

Tortolero, S. R., Peskin, M. F., Baumler, E. R., Cuccaro, P. M., Elliott, M. N., Davies, S. L., Lewis, T. H., Banspach, S. W., Kanouse, D. E. & Schuster, M. A. (2014). Daily violent video game playing and depression in preadolescent youth. CyberPsychology, Behavior, and Social Networking, 17, 609-615.

Trepte, S., & Reinecke, L. (2011). The pleasures of success: Game-related efficacy experiences as a mediator between player performance and game enjoyment. CyberPsychology, Behavior, and Social Networking, 14, 555-557.

Trepte, S., Reinecke, L., & Juechems, K. (2012). The social side of gaming: How playing online computer games creates online and offline social support. Computers in Human Behavior, 28, 832-839.

Tsitsika, A., Critselis, E., Janikian, M., Kormas, G., & Kafetzis, D. A. (2011). Association between Internet gambling and problematic Internet use among adolescents. Journal of Gambling Studies, 27, 389-400.

Tzeng, J.-Y., & Chen, C.-T. (2012). Computer praise, attributional orientations, and games: A reexamination of the CASA theory relative to children. Computers in Human Behavior, 28, 2420-2430.

Utz, S., Jonas, K. J., & Tonkens, E. (2012). Effects of passion for massively multiplayer online role-playing games on interpersonal relationships. Journal of Media Psychology, 24, 77-86.

Valadez, J. J., & Ferguson, C. J. (2012). Just a game after all: Violent video game exposure and time spent playing effects on hostile feelings, depression, and visuospatial cognition. Computers in Human Behavior, 28, 608-616.

Valentine, G., & Hughes, K., (2010). Ripples in a pond: The disclosure to, and management of, problem Internet gambling with/in the family. Community, Work & Family, 13, 273-290.

Valentine, G., & Hughes, K. (2012). Shared space, distant lives? Understanding family and intimacy at home through the lens of Internet gambling. Transactions of The Institute of British Geographers, 37, 242-255.

Valkenburg, P., & Buijzen, M. (2003). Children, computer games and the Internet. Key issues in Children's and Adolescents' Lives, 39, 23-34.

Valkyrie, Z. C. (2011). Cybersexuality in MMORPGs: Virtual sexual revolution untapped. Men and Masculinities, 14, 76-96.

Vallett, D. B., Lamb, R. L., & Annetta, L. A. (2013). The gorilla in the room: The impacts of video-game play on visual attention. Computers in Human Behavior, 29, 2183-2187.

van den Bulck, J. (2004). Television viewing, computer game playing, and Internet use and self-reported time to bed and time out of bed in secondary-school children. Sleep, 27, 101-104.

van Reijmersdal, E. A., Jansz, J., Peters, O., & van Noort, G. (2010). The effects of interactive brand placements in online games on children’s cognitive, affective, and conative brand responses. Computers in Human Behavior, 26, 1787-1794.

Van Reijmersdal, E. A., Jansz, J., Peters, O., & van Noort, G. (2013). Why girls go pink: Game character identification and game-players’ motivations. Computers in Human Behavior, 29, 2640-2649.

van Rooij, A. J., Kuss, D. J., Griffiths, M. D., Shorter, G. W., Schoenmakers, T. M., & van de Mheen, D. (2014). The (co-) occurrence of problematic video gaming, substance use, and psychosocial problems in adolescents. Journal of Behavioral Addictions, 3, 157-165.

van Rooij, A. J., Schoenmakers, T. M., van de Eijnden, R. J. J. M., & van de Mheen, D. (2010). Compulsive Internet use: The role of online gaming and other Internet applications. Journal of Adolescent Health, 47, 51-57.

van Rooij, A. J., Schoenmakers, T. M., van den Eijnden, R. J. J. M., Vermulst, A. A., & van de Mheen, D. (2012). Video game addiction test: Validity and psychometric characteristics. CyberPsychology, Behavior, and Social Networking, 15, 507-511.

van Rooij, A. J., Schoenmakers, T. M., Vermulst, A. A., van den Eijnden, R. J. J. M., & van de Mheen, D. (2010). Online video game addiction: Identification of addicted adolescent gamers. Addiction, 106, 205-212.

Vang, M. H., & Fox, J. (2014). Race in virtual environments: Competitive versus cooperative games with black or white avatars. CyberPsychology, Behavior, and Social Networking, 17, 235-240.

Ventura, M., & Shute, V. (2013). The validity of a game-based assessment of persistence. Computers in Human Behavior, 29, 2568-2572.

Vermeulen, L., Castellar, E. N., & Van Looy, J. (2014). Challenging the other: Exploring the role of opponent gender in digital game competition for female players. CyberPsychology, Behavior, and Social Networking, 17, 303-309.

Visser, M., Antheunis, M. L., & Schouten, A. P. (2013). Online communication and social well-being: How playing World of Warcraft affects players’ social competence and loneliness. Journal of Applied Social Psychology, 43, 1508-1517.

Vos, N., van der Meijden, H., & Denessen, E. (2011). Effects of constructing versus playing an educational game on student motivation and deep learning strategy use. Computers & Education, 56, 127-137.

Wack, E., & Tantleff-Dunn, S. (2009). Relationships between electronic game play, obesity, and psychosocial functioning in young men. CyberPsychology & Behavior, 12, 241-244.

Waddell, J. C., & Peng, W. (2014). Does it matter with whom you slay? The effects of competition, cooperation and relationship type among video game players. Computers in Human Behavior, 38, 331-338.

Wallenius, M., Rimpelä, A., Punamäki, R.-L., & Lintonen, T. (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, 463-474.

Wan, C., & Chiou, W. (2006). Psychological motives and online games addiction: A test of flow theory and humanistic needs theory for Taiwanese adolescents. CyberPsychology & Behavior, 9, 317-324.

Wan, C., & Chiou, W. (2006). Why are adolescents addicted to online gaming? An interview study in Taiwan. CyberPsychology & Behavior, 9, 762-766.

Wan, C.-S., & Chiou, W.-B. (2007). The motivations of adolescents who are addicted to online games: A cognitive perspective. Adolescence, 42, 179-197.

Wan, C.-S., & Chiou, W.-B. (2010). Inducing attitude change toward online gaming among adolescent players based on dissonance theory: The role of threats and justification of effort. Computers & Education, 54, 162-168.

Wang, C.-C., & Chu, Y.-S. (2007). Harmonious passion and obsessive passion in playing online games. Social Behavior and Personality, 35, 997-1006.

Wang, C.-C., & Wang, C.-H. (2008). Helping others in online games: Prosocial behavior in Cyberspace. CyberPsychology & Behavior, 11, 344-346.

Wang, C. K. J., Liu, W. C., Chye, S., & Chatzisarantis, N. L. D. (2011). Understanding motivation in Internet gaming among Singaporean youth: The role of passion. Computers in Human Behavior, 27, 1179-1184.

Wang, C. K. J.,  Liu, W. C., & Khoo, A. (2009). The psychometric properties of dispositional flow scale-2 in Internet gaming. Current Psychology, 28, 194-201.

Wang, C. W., Ho, R. T., Chan, C. L, & Tse, S. (2014). Exploring personality characteristics of Chinese adolescents with Internet-related addictive behaviors: Trait differences for gaming addiction and social networking addiction. Addictive Behaviors, 42, 32-35.

Wang, E. S-T., Chen, L. S.-L., Lin, J. Y.-C., & Wong, M. C.-H. (2008). The relationship between leisure satisfaction and life satisfaction of adolescents concerning online games. Adolescence, 43, 177-184.

Wang, H.-Y., & Wang, Y.-S. (2008). Gender differences in the perception and acceptance of online games. British Journal of Educational Technology, 39, 787-806.

Wardle, H., Moody, A., Griffiths, M., Orford, J., & Volberg, R. (2011). Defining the online gambler and patterns of behaviour integration: Evidence from the British gambling prevalence survey 2010. International Gambling Studies, 11, 339-356.

Weaver, A. J., & Lewis, N. (2012). Mirrored morality: An exploration of moral choice in video games. CyberPsychology, Behavior, and Social Networking, 15, 610-614.

Weaver, J. B., Mays, D., Weaver, S. S., Kannenberg, W., Hopkins, G. L., Erogˇlu, D., & Bernhardt, J. M. (2009). Health-risk correlates of video-game playing among adults. American Journal of Preventive Medicine, 37, 299-305.

Wei, R. (2007). Effects of playing violent videogames on Chinese adolescents’ pro-violence attitudes, attitudes toward others, and aggressive behavior. CyberPsychology & Behavior, 10, 371-380.

Weibel, D., Wissmath, B., Habegger, S., Steiner,Y., & Groner, R. (2008). Playing online games against computer- vs. human-controlled opponents: Effects on presence, flow, and enjoyment. Computers in Human Behavior, 24, 2274-2291.

Weinstein, A., & Weizman, A. (2012). Emerging association between addictive gaming and attention-deficit/hyperactivity disorder. Current Psychiatry Reports, 14, 590-597.

Weinstein, A. M. (2010). Computer and video game addiction- A comparison between game users and non-game users. American Journal of Drug and Alcohol Abuse, 36, 268-276.

Westwood, D., & Griffiths, M. D. (2010). The role of structural characteristics in video-game play motivation: A q-methodology study. CyberPsychology, Behavior, and Social Networking, 13, 581-585.

Whitbourne, S. K., Ellenberg, S., & Akimoto, K. (2013). Reasons for playing casual video games and perceived benefits among adults 18 to 80 years old. CyberPsychology, Behavior, and Social Networking, 16, 892-897.

Whitty, M. T., Young, G., & Goodings, L. (2011). What I won’t do in pixels: Examining the limits of taboo violation in MMORPGs. Computers in Human Behavior, 27, 268-275.

Wiebe, E. N., Lamb, A., Hardy, M., & Sharek, D. (2014). Measuring engagement in video game-based environments: Investigation of the User Engagement Scale. Computers in Human Behavior, 32, 123-132.

Wilkinson, N., Ang, R. P., & Goh, D. H. (2008). Online video game therapy for mental health concerns: A review. International Journal of Social Psychiatry, 54, 370-382.

Williams, D., Caplan, S., & Xiong, L. (2007). Can you hear me now? The impact of voice in an online gaming community. Human Communication Research, 33, 427-449.

Williams, D., Consalvo, M., Caplan, S., & Yee, N. (2009). Looking for gender: Gender roles and behaviors among online gamers. Journal of Communication, 59, 700-725.

Williams, D., & Skoric, M. (2005). Internet fantasy violence: A test of aggression in an online game. Communication Monographs, 72, 217-233.

Williams, D., Yee, N., & Caplan, S. E. (2008). Who plays, how much, and why? Debunking the stereotypical gamer profile. Journal of Computer-Mediated Communication, 13, 993-1018.

Williams, R. J., Lee, C.-K., & Back, K. J. (2013). The prevalence and nature of gambling and problem gambling in South Korea. Social Psychiatry and Psychiatric Epidemiology, 48, 821-834.

Willoughby, T. (2008). A short-term longitudinal study of Internet and computer game use by adolescent boys and girls: Prevalence, frequency of use, and psychosocial predictors. Developmental Psychology, 44, 195-204.

Willoughby, T., Adachi, P. J. C., & Good, M. (2012). A longitudinal study of the association between violent video game play and aggression among adolescents. Developmental Psychology, 48, 1044-1057.

Wirth, W., Ryffel, F., von Pape, T., & Karnowski, V. (2013). The development of video game enjoyment in a role playing game. CyberPsychology, Behavior, and Social Networking, 16, 260-264.

Witt, E. A., Massman, A. J., & Jackson, L. A. (2011). Trends in youth’s videogame playing, overall computer use, and communication technology use: The impact of self-esteem and the big five personality factors. Computers in Human Behavior, 27, 763-769.

Wohn, D. Y., & Wash, R. (2013). A virtual ‘‘room’’ with a cue: Detecting personality through spatial customization in a city simulation game. Computers in Human Behavior, 29, 155-159.

Wong, I. L. K. (2010). Internet gambling: A school-based survey among Macau students. Social Behavior & Personality, 38, 365-371.

Wong, I. L. K., & So, E. M. T. (2013). Internet gambling among high school students in Hong Kong. Journal of Gambling Studies, 30, 565–576.

Wong, S. H., Cowen, Z., Allen, E. A., & Newman, P. K. (2007). Internet gambling and other pathological gambling in Parkinson's disease: A case series. Movement Disorders, 22, 591-593.

Wood, R. T. A., & Wood, S. A. (2009). An evaluation of two United Kingdom online support forums designed to help people with gambling issues. Journal of Gambling Issues, 23, 5-30.

Wood, R. T. A., & Griffiths, M. D. (2007). Online guidance, advice, and support for problem gamblers and concerned relatives and friends: An evaluation of the GamAid pilot service. British Journal of Guidance & Counselling, 35, 373-389.

Wood, R. T. A., & Griffiths, M. D. (2007). Online data collection from gamblers: Methodological issues. International Journal of Mental Health Addiction, 5, 151-163.

Wood, R. T. A., & Griffiths, M. D. (2008). Why Swedish people play online poker and factors that can increase or decrease trust in poker web sites: A qualitative investigation. Journal of Gambling Issues, 21, 80-97.

Wood, R. T. A., Griffiths, M. D., & Parke, J. (2007). Acquisition, development, and maintenance of online poker playing in a student sample. CyberPsychology & Behavior, 10, 354-361.

Wood, R. T. A., Griffiths, M. D., Chappell, D., & Davies, M. N. O. (2004). The structural characteristics of video games: A psycho-structural analysis. CyberPsychology & Behavior, 7, 1-10.

Wood, R. T., & Williams, R. J. (2007). Problem gambling on the Internet: Implications for Internet gambling policy  in North America. New Media & Society, 9, 520-542.

Wood, R. T., & Williams, R. J. (2011). A comparative profile of the Internet gambler: Demographic characteristics, game-play patterns, and problem gambling status. New Media & Society, 13, 1123-1141.

Wood, R. T., Williams, R. J., & Lawton, P. K. (2007). Why do Internet gamblers prefer online versus land-based venues? Some preliminary findings and implications. Journal of Gambling Issues, 20, 235-252.

Woodruff, C., & Gregory, S. (2005). Profile of Internet gamblers: Betting on the future. UNLV Gaming Research & Review Journal, 9, 1-14.

Worth, N. C., & Book, A. S. (2014). Personality and behavior in a massively multiplayer online role-playing game. Computers in Human Behavior, 38, 322-330.

Wu, A. M. S., Lei, L. L. M., & Ku, L. (2013). Psychological needs, purpose in life, and problem video game playing among Chinese young adults. International Journal of Psychology, 48, 583-590.

Wu, J.-H., Wang, S.-C., & Tsai, H.-H. (2010). Falling in love with online games: The uses and gratifications perspective. Computers in Human Behavior, 26, 1862-1871.

Wu, P.-C. (2013). Addictive behavior in relation to the Happy Farm Facebook application. Social Behavior and Personality, 41, 539-553.

Wu, T.-C., Scott, D., & Yang, C.-C. (2013). Advanced or addicted? Exploring the relationship of recreation specialization to flow experiences and online game addiction. Leisure Sciences, 35, 203-217.

Wu, W.-H., Chiou, W.-B., Kao, H.-Y., Hu, C.-H. A., & Huang, S.-H. (2012). Re-exploring game-assisted learning research: The perspective of learning theoretical bases. Computers & Education, 59, 1153-1161.

Wu, Y., & Chen, V. H. H. (2013). A social-cognitive approach to online game cheating. Computers in Human Behavior, 29, 2557-2567.

Xing, L., Yuan, K., Bi, Y., Yin, J., Cai, C., Feng, D., Li, Y., Song, M., Wang, H., Yu, D., Xue, T., Jin, C., Qin, W., & Tian, J. (2014). Reduced fiber integrity and cognitive control in adolescents with Internet gaming disorder. Brain Research, 1586, 109-117.

Xu, Z., Turel, O., & Yuan, Y. (2012). Online game addiction among adolescents: Motivation and prevention factors. European Journal of Information Systems, 21, 321-340.

Xuan, Z., & Shaffer, H. (2009). How do gamblers end gambling: Longitudinal analysis of internet gambling behaviors prior to account closure due to gambling related problems. Journal of Gambling Studies, 25, 239-252.

Yang, M.-F., Hou, J.-J., & Tu, H. H.-J. (2008). An empirical study of the effect of conscientiousnes on leisure satisfaction when playing online games. Social Behavior and Personality, 2008, 36, 659-664.

Yau, Y., & Potenza, M. (2014). Internet gaming disorder. Psychiatric Annals, 44, 379-383.

Yao, Y. W., Chen, P. R., Chen, C., Wang, L. J., Zhang, J. T., Xue, G., Deng, L. Y., Liu, Q. X., Yip, S. W.,  & Fang, X. Y. (2014). Failure to utilize feedback causes decision-making deficits among excessive Internet gamers. Psychiatry research, 219, 583-588.

Yee, N. (2006). Motivations for play in online games. CyberPsychology & Behavior, 9, 772-775.

Yeh, S.-Y. (2010). Involving consumers in product design through collaboration: The case of online role-playing games. CyberPsychology, Behavior, and Social Networking, 13, 601-610.

Yeh, S.-Y. (2012). How oppositional loyalties resulting from producer–user collaborations reduce new product entry: Examples of online games. Computers in Human Behavior, 28, 1717-1727.

Yen, J.-Y., Yen, C.-F., Chen, C.-S., Tang, T.-C., Huang, T.-H., & Ko, C.-H. (2011). Cue-induced positive motivational implicit response in young adults with Internet gaming addiction. Psychiatry Research, 190, 282-286.

Young, G., & Whitty, M. T. (2010). Games without frontiers: On the moral and psychological implications of violating taboos within multi-player virtual spaces. Computers in Human Behavior, 26, 1228-1236.

Young, K. S. (2009). Online gaming addiction: Symptoms, risk factors, and treatment. In A. Browne-Miller (Ed.), The Praeger international collection on addictions: Behavioral addictions from concept to compulsion (vol. 4; pp. 321-337). Santa Barbara: Praeger.

Young, K. (2009). Understanding online gaming addiction and treatment issues for adolescents. American Journal of Family Therapy, 37, 355-372.

Young-Hauser, A. M., Eden, K. B., Wilson, D., & Koziol-Mclain, J. (2014). Intimate partner violence: Modifying an Internet-based safety decision aid to a New Zealand context. Journal of Technology in Human Services, 32, 297-311.

Yu, F.-Y., Han, C., & Chan, T.-W. (2008). Experimental comparisons of face-to-face and anonymous real-time team competition in a networked gaming learning environment. CyberPsychology & Behavior, 11, 511-514.

Zaman, B., Geurden, K., De Cock, R., De Schutter, B., & Vanden Abeele, V. (2014). Motivation profiles of online poker players and the role of interface preferences: A laddering study among amateur and (semi-) professionals. Computers in Human Behavior, 39, 154-164.

Zhong, Z.-J. (2009). Third-person perceptions and online games: A comparison of perceived antisocial and prosocial game effects. Journal of Computer-Mediated Communication, 14, 286-306.

Zhong, Z.-J., & Yao, M. Z. (2013). Gaming motivations, avatar-self identification and symptoms of online game addiction. Asian Journal of Communication, 23, 555-573.