Research
The following reference list includes peer reviewed literature. The list was contributed by Joseph Graham, Jr. of Central Florida University.
Chappell, D., Eatough, V., Davies, M., & Griffths, M. (2006). EverQuest—It’s just a computer
game right? An interpretative phenomenological analysis of online gaming addiction. International Journal of Mental Health and Addiction, 4, 205-216.
Chuang, Y. (2006). Massively multiplayer online role-playing game-induced seizures: A
neglected health problem in internet addiction. CyberPsychology & Behavior, 9(4), 451-456.
Eijnden, R., Spijkerman, R., Vermults, A., van Rooji, A., & Engels R. (2009). Compulsive
internet use among adolescents: Bidirectional parent-child relationships. Journal of Abnormal Child Psychology, 38, 77-89.
Entertainment Software Assocation (2012). Sales, demographics, and usage data: Essential facts
about the computer and video game industry. Retrieved from http://www.theesa.com/facts/pdfs/ESA_EF_2012.pdf
Greitemeyer, T., & Osswald, S. (2011). Playing prosocial video games increases the
accessibility of prosocial thoughts. Journal of Social Psychology, 151(2), 121-128.
Griffiths, M. (2010). Online video gaming: What should educational psychologists know?
Educational Psychology in Practice, 26(1), 35-40.
Han, D., Hwang, J., & Renshaw, P., (2010). Bupropion sustained release treatment decreases
craving for video games and cue-induced brain activity in patients with Internet video game addiction. Experimental and Clinical Psychopharmacology, 18(4), 297-304.
Hussain, Z., & Griffiths, M. D. (2009). Excessive use of massively multi-player online role-
playing games: A pilot study. International Journal of Mental Health and Addiction, 7(4), 563-571.
King, D., Delfabbro, P., & Griffths, M. (2011). The role of structural characteristics in
problematic video game play: An empirical study. International Journal of Mental Health and Addiction, 9(3), 320-333.
King, D., Delfabbro, P., & Zajac, I. (2011). Preliminary validation of a new clinical tool for
identifying problem video game playing. International Journal of Mental Health and Addiction, 9(1), 72-87.
Mäyrä, F. (2008). An introduction to game studies. London, England: Sage Publications.
Oggins, J. & Sammis, J. (2012). Notions of video game addictions and their relation to self-
reported addiction among players of world of warcraft. International Journal of Mental Health and Addiction, 10(2), 210-230.
Peters, C. S., & Malesky, A., Jr. (2008). Problematic usage among highly-engaged players of
massively multiplayer online role playing games. CyberPsychology & Behavior, 11(4), 481-484.
Shaw, A. (2010). What is video game culture? Cultural studies and game studies. Games and
Culture, 5(4), 403-424.
Simons, L., Fehr, L., Hogerwerff, F., Blank, N., Georganas, D., & Russell, B. (2011). The
application of racial identity development in academic-based service learning. International Journal of Teaching and Learning in Higher Education, 23(1), 72-83.
Skoric, M. M., Teo, L. L. C., & Neo, R. L. (2009). Children and video games: Addiction,
engagement, and scholastic achievement. CyberPsychology & Behavior, 12(5), 567-572.
Slaght, E., Lyman, S., & Lyman, S. (2004). Promoting healthy lifestyles as a biopsychosocial
approach to addictions counseling. Journal of Alcohol and Drug Addiction, 48(2), 5-16.
Smahel, D., Blinka, L., & Ledabyl, O. (2008). Playing MMORPGs: Connections between
addiction and identifying with a character. Cyberpsychology & Behavior, 11(6), 715-718.
Starcevic, V., Berle, D., Porter, G., & Fenech, P. (2011). Problem video game use and
dimensions of psychopathology. International Journal of Mental Health and Addiction, 9(3), 248-256.
Steinkuehler, C. A. (2006). Massively multiplayer online video gaming as participation in a
discourse. Mind, Culture, and Activity, 13(1), 38-52.
Storey, J. (1996). Cultural studies and the study of popular culture: Theories and methods.
Athens, GA: University of Georgia Press.
Sublette, V. A. & Mullan, B. (2012). Consequences of play: A systematic review of the effects of
online gaming. International Journal of Mental Health and Addiction, 10(1), 3-23.
van Rooij, A., Schoenmakers, T., Vermulst, A., van den Eijnden, M., & van de Mheen, D.
(2011). Online video game addiction: Identification of addicted adolescent gamers. Addiction, 106(1), 205-212.
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(3), 317-324.
Young, K. (1998). Internet addiction: The emergence of a new clinical disorder.
CyberPsychology and Behavior, 1, 237-244.
Young, K. (2009). Understanding online gaming addiction and treatment issues for adolescents.
American Journal of Family Therapy, 37(5), 355-372.
Chappell, D., Eatough, V., Davies, M., & Griffths, M. (2006). EverQuest—It’s just a computer
game right? An interpretative phenomenological analysis of online gaming addiction. International Journal of Mental Health and Addiction, 4, 205-216.
Chuang, Y. (2006). Massively multiplayer online role-playing game-induced seizures: A
neglected health problem in internet addiction. CyberPsychology & Behavior, 9(4), 451-456.
Eijnden, R., Spijkerman, R., Vermults, A., van Rooji, A., & Engels R. (2009). Compulsive
internet use among adolescents: Bidirectional parent-child relationships. Journal of Abnormal Child Psychology, 38, 77-89.
Entertainment Software Assocation (2012). Sales, demographics, and usage data: Essential facts
about the computer and video game industry. Retrieved from http://www.theesa.com/facts/pdfs/ESA_EF_2012.pdf
Greitemeyer, T., & Osswald, S. (2011). Playing prosocial video games increases the
accessibility of prosocial thoughts. Journal of Social Psychology, 151(2), 121-128.
Griffiths, M. (2010). Online video gaming: What should educational psychologists know?
Educational Psychology in Practice, 26(1), 35-40.
Han, D., Hwang, J., & Renshaw, P., (2010). Bupropion sustained release treatment decreases
craving for video games and cue-induced brain activity in patients with Internet video game addiction. Experimental and Clinical Psychopharmacology, 18(4), 297-304.
Hussain, Z., & Griffiths, M. D. (2009). Excessive use of massively multi-player online role-
playing games: A pilot study. International Journal of Mental Health and Addiction, 7(4), 563-571.
King, D., Delfabbro, P., & Griffths, M. (2011). The role of structural characteristics in
problematic video game play: An empirical study. International Journal of Mental Health and Addiction, 9(3), 320-333.
King, D., Delfabbro, P., & Zajac, I. (2011). Preliminary validation of a new clinical tool for
identifying problem video game playing. International Journal of Mental Health and Addiction, 9(1), 72-87.
Mäyrä, F. (2008). An introduction to game studies. London, England: Sage Publications.
Oggins, J. & Sammis, J. (2012). Notions of video game addictions and their relation to self-
reported addiction among players of world of warcraft. International Journal of Mental Health and Addiction, 10(2), 210-230.
Peters, C. S., & Malesky, A., Jr. (2008). Problematic usage among highly-engaged players of
massively multiplayer online role playing games. CyberPsychology & Behavior, 11(4), 481-484.
Shaw, A. (2010). What is video game culture? Cultural studies and game studies. Games and
Culture, 5(4), 403-424.
Simons, L., Fehr, L., Hogerwerff, F., Blank, N., Georganas, D., & Russell, B. (2011). The
application of racial identity development in academic-based service learning. International Journal of Teaching and Learning in Higher Education, 23(1), 72-83.
Skoric, M. M., Teo, L. L. C., & Neo, R. L. (2009). Children and video games: Addiction,
engagement, and scholastic achievement. CyberPsychology & Behavior, 12(5), 567-572.
Slaght, E., Lyman, S., & Lyman, S. (2004). Promoting healthy lifestyles as a biopsychosocial
approach to addictions counseling. Journal of Alcohol and Drug Addiction, 48(2), 5-16.
Smahel, D., Blinka, L., & Ledabyl, O. (2008). Playing MMORPGs: Connections between
addiction and identifying with a character. Cyberpsychology & Behavior, 11(6), 715-718.
Starcevic, V., Berle, D., Porter, G., & Fenech, P. (2011). Problem video game use and
dimensions of psychopathology. International Journal of Mental Health and Addiction, 9(3), 248-256.
Steinkuehler, C. A. (2006). Massively multiplayer online video gaming as participation in a
discourse. Mind, Culture, and Activity, 13(1), 38-52.
Storey, J. (1996). Cultural studies and the study of popular culture: Theories and methods.
Athens, GA: University of Georgia Press.
Sublette, V. A. & Mullan, B. (2012). Consequences of play: A systematic review of the effects of
online gaming. International Journal of Mental Health and Addiction, 10(1), 3-23.
van Rooij, A., Schoenmakers, T., Vermulst, A., van den Eijnden, M., & van de Mheen, D.
(2011). Online video game addiction: Identification of addicted adolescent gamers. Addiction, 106(1), 205-212.
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(3), 317-324.
Young, K. (1998). Internet addiction: The emergence of a new clinical disorder.
CyberPsychology and Behavior, 1, 237-244.
Young, K. (2009). Understanding online gaming addiction and treatment issues for adolescents.
American Journal of Family Therapy, 37(5), 355-372.