





Bioulac, S., Arfi, L., & Bouvard, M. P. (2008). Attention deficit/hyperactivity disorder
and video games: a comparative study of hyperactive and control children. Eur.Psychiatry,
23, 134-
Borusiak, P., Bouikidis, A., Liersch, R., & Russell, J. B. (2008). Cardiovascular
effects in adolescents while they are playing video games: a potential health risk
factor? Psychophysiology, 45, 327-
Cavedini, P., Riboldi, G., Keller, R., D'Annucci, A., & Bellodi, L. (2002). Frontal
lobe dysfunction in pathological gambling patients. Biol.Psychiatry, 51, 334-
Chan, P. A. & Rabinowitz, T. (2006). A cross-
Chen, L. S., Tu, H. H., & Wang, E. S. (2008). Personality traits and life satisfaction
among online game players. Cyberpsychol.Behav., 11, 145-
Chiou, W. B. (2008). Induced attitude change on online gaming among adolescents:
an application of the less-
Choi, B., Lee, I., Choi, D., & Kim, J. (2007). Collaborate and share: an experimental
study of the effects of task and reward interdependencies in online games. Cyberpsychol.Behav.,
10, 591-
Chou, T. J. & Ting, C. C. (2003). The role of flow experience in cyber-
Chuang, Y. C. (2006). Massively multiplayer online role-
Chumbley, J. & Griffiths, M. (2006). Affect and the computer game player: the effect
of gender, personality, and game reinforcement structure on affective responses to
computer game-
Cummings, H. M. & Vandewater, E. A. (2007). Relation of adolescent video game play
to time spent in other activities. Arch.Pediatr.Adolesc.Med., 161, 684-
Dworak, M., Schierl, T., Bruns, T., & Struder, H. K. (2007). Impact of singular excessive
computer game and television exposure on sleep patterns and memory performance of
school-
Feng, J., Spence, I., & Pratt, J. (2007). Playing an action video game reduces gender
differences in spatial cognition. Psychol.Sci., 18, 850-
Fisher, S. (1994). Identifying video game addiction in children and adolescents.
Addict.Behav., 19, 545-
Griffiths, M. D. & Dancaster, I. (1995). The effect of type A personality on physiological
arousal while playing computer games. Addict.Behav., 20, 543-
Grusser, S. M., Thalemann, R., & Griffiths, M. D. (2007). Excessive computer game
playing: evidence for addiction and aggression? Cyberpsychol.Behav., 10, 290-
Hart, G. M., Johnson, B., Stamm, B., Angers, N., Robinson, A., Lally, T. et al. (2008). Effects of Video Games on Adolescents and Adults. Cyberpsychol.Behav..
Hills, A. M., Hill, S., Mamone, N., & Dickerson, M. (2001). Induced mood and persistence
at gaming. Addiction, 96, 1629-
Hoeft, F., Watson, C. L., Kesler, S. R., Bettinger, K. E., & Reiss, A. L. (2008).
Gender differences in the mesocorticolimbic system during computer game-
Kim, E. J., Namkoong, K., Ku, T., & Kim, S. J. (2008). The relationship between online
game addiction and aggression, self-
Knez, I. & Niedenthal, S. (2008). Lighting in digital game worlds: effects on affect
and play performance. Cyberpsychol.Behav., 11, 129-
Ko, C. H., Yen, J. Y., Yen, C. F., Lin, H. C., & Yang, M. J. (2007). Factors predictive
for incidence and remission of internet addiction in young adolescents: a prospective
study. Cyberpsychol.Behav., 10, 545-
Lee, M. S., Ko, Y. H., Song, H. S., Kwon, K. H., Lee, H. S., Nam, M. et al. (2007).
Characteristics of Internet use in relation to game genre in Korean adolescents.
Cyberpsychol.Behav., 10, 278-
Lewis, M. L., Weber, R., & Bowman, N. D. (2008). "They may be pixels, but they're
MY pixels:" developing a metric of character attachment in role-
Lo, S. K., Wang, C. C., & Fang, W. (2005). Physical interpersonal relationships and
social anxiety among online game players. Cyberpsychol.Behav., 8, 15-
Mark, A. E. & Janssen, I. (2008). Relationship between screen time and metabolic
syndrome in adolescents. J.Public Health (Oxf), 30, 153-
Ozcan, N. K. & Buzlu, S. (2007). Internet use and its relation with the psychosocial
situation for a sample of university students. Cyberpsychol.Behav., 10, 767-
Peters, C. S. & Malesky, L. A. (2008). Problematic usage among highly-
Rau, P. L., Peng, S. Y., & Yang, C. C. (2006). Time distortion for expert and novice
online game players. Cyberpsychol.Behav., 9, 396-
Reuter, J., Raedler, T., Rose, M., Hand, I., Glascher, J., & Buchel, C. (2005). Pathological
gambling is linked to reduced activation of the mesolimbic reward system. Nat.Neurosci.,
8, 147-
Sheikholeslami, C., Yuan, H., He, E. J., Bai, X., Yang, L., & He, B. (2007). A high
resolution EEG study of dynamic brain activity during video game play. Conf.Proc.IEEE
Eng Med.Biol.Soc., 2007, 2489-
Smahel, D., Blinka, L., & Ledabyl, O. (2008). Playing MMORPGs: connections between
addiction and identifying with a character. Cyberpsychol.Behav., 11, 715-
Smyth, J. M. (2007). Beyond self-
Tejeiro Salguero, R. A. & Moran, R. M. (2002). Measuring problem video game playing
in adolescents. Addiction, 97, 1601-
Tsitsika, A., Critselis, E., Kormas, G., Filippopoulou, A., Tounissidou, D., Freskou, A. et al. (2008). Internet use and misuse: a multivariate regression analysis of the predictive factors of internet use among Greek adolescents. Eur.J.Pediatr..
Wack, E. & Tantleff-
Wan, C. S. & Chiou, W. B. (2006). Why are adolescents addicted to online gaming?
An interview study in Taiwan. Cyberpsychol.Behav., 9, 762-
Wilkinson, N., Ang, R. P., & Goh, D. H. (2008). Online video game therapy for mental
health concerns: a review. Int.J.Soc.Psychiatry, 54, 370-
Zack, M. & Poulos, C. X. (2008). Effects of the atypical stimulant modafinil on a brief gambling episode in pathological gamblers with high vs. low impulsivity. J.Psychopharmacol..