Online Gaming and Gambling Behavior


Return to Index

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.

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.

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.

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

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.

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.

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

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.

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

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., & 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.

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.

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., 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, 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., 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.

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.

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

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

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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

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., 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.

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.

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.

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.

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.

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

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.

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

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.

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, 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.

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, 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.

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

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.

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.

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.

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.

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.

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.

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.

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

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.

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, 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.

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

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. CyberPychology & Behavior, 10, 813-815.

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, 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.

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.

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.

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

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.

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

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.

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.

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, p.2530-p.2540.

Nacke, L. E., Nacke, A., & Lindley, C. A. (2009). Brain training for silver gamers: Effects of age and game form on effectiveness, efciency, 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.

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.

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.

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.

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., 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.

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

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.

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.

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.

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.

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.

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.

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.

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.

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.

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., & 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.

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.

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.

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.

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.

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

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., 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.

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.

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.

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.

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.

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.

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.

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 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., 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.

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

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, 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.

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. 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.

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.

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.

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.

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.

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

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.

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.

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.

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.

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.

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.

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.

Return to Index