Biblio
Filters: Keyword is Addiction [Clear All Filters]
"Health-Risk Correlates of Video-Game Playing Among Adults." American Journal of Preventive Medicine 37 (2009): 299-305. Abstract
"Cognitive and psychological predictors of the negative outcomes associated with playing MMOGs (massively multiplayer online games)." Computers in Human Behavior 25 (2009): 1306-1311. Abstract
"Computer games in childhood and adolescence: Relations to addictive behavior, ADHD, and aggression." Zeitschrift Fur Kinder-Und Jugendpsychiatrie Und Psychotherapie 37 (2009): 393-402. Abstract
"Attention deficit/hyperactivity disorder and video games: A comparative study of hyperactive and control children." European Psychiatry 23 (2008): 134-141. Abstract
"Project massive: Self-regulation and problematic use of online gaming." In Conference on Human Factors in Computing Systems - Proceedings, 829-838., 2007. Abstract
"Time loss whilst playing video games: Is there a relationship to addictive behaviours?" International Journal of Mental Health and Addiction 5 (2007): 141-149. Abstract
"The appeal of violent video games to lower educated aggressive adolescent boys from two countries." Cyberpsychology & Behavior 9 (2006): 638-641. Abstract
"Psychological predictors of problem mobile phone use." Cyberpsychology & Behavior 8 (2005): 39-51. Abstract
"Learning by doing: 'Initiated abstinence', a school-based programme for the prevention of addiction - Results of an evaluation study." European Addiction Research 10 (2004): 88-94. Abstract
"Online computer gaming: a comparison of adolescent and adult gamers." Journal of Adolescence 27 (2004): 87-96. Abstract
"Measuring problem video game playing in adolescents." Addiction 97 (2002): 1601-1606. Abstract
Digiplay Bibliography Updates
- 'It's in the Game' and Above the Game: An Analysis of the Users of Sports Videogames
- Theoretical Consoles: Concepts for Gadget Analysis
- Avatar motion control by natural body movement via camera
- Adoption of Mobile Games as Entertainment Technology : A Test of Extended Technology Acceptance Model
- Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game


