Bibliografia MMORPG

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Asbell-Clarke, J., Sylvan, E. (2012) Martian Boneyards: Can a Community of Players be a Community of Practice? Proc. of CHI ’12, May 05 – 10 2012, Austin, TX, USA. ACM New York, NY, 409-418.

Asbell-Clarke, J., Edwards, T., Larsen, J., Rowe, E., Sylvan, E., & Hewitt, J. (2012). Martian Boneyards: Scientific Inquiry in an MMO Game. International Journal of Game-Based Learning, 2(1), 52-76. doi:10.4018/ijgbl.2012010104.

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Blinka, L., Mikuška, J. (2014). The role of social motivation and sociability of gamers in online game addiction. Cyberpsychology: Journal of Psychosocial Research on Cyberspace, 8(2), article 6. doi: 10.5817/CP2014-2-6

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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(3), 1531–1548.

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Cole, H., Griffiths, M. D. (2007). Social interactions in massively multiplayer online role-playing gamers. CyberPsychology& Behavior, 10, 575e583. http:// dx.doi.org/10.1089/cpb.2007.9988.

Ducheneaut, N., Yee, N., Nickell, E., Moore, R. J. (2007). “The life and death of online gaming communities: A look at guilds in world of Warcraft”. Paper presented at the Proceedings of the SIGCHI conference on Human factors in computing systems.

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Fuster, H., Carbonell, X., Chamarro, A., Oberst, U. (2013). Interaction with the Game and Motivation among Players of Massively Multiplayer Online Role-Playing Games. The Spanish Journal of Psychology, 16. doi:10.1017/sjp.2013.54

Fuster, H., Oberst, U., Griffiths, M., Carbonell, X., Chamarro, A., Talarn, A. (2012). Psychological motivation in online role-playing games: A study of Spanish World of Warcraft players. Anales de Psicología, 28 (1), 274-280.

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Griffiths, M.D. (2010a). 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. D. (2010). Online video gaming: What should educational psychologists know? Educational Psychology in Practice, 26(1), 35–40.

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Griffiths, M. D., Davies, M.N.O. (2005): Videogame addiction: Does it exist? In J. Goldstein, J. Raessens (Ed.). Handbook of computer game studies, pp. 359–369. Boston, MA: MIT Press.

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Guegan, J., Moliner, P., Buisine, S. (2015). Why are online games so self-involving: A social identity analysis of massively multiplayer online role-playing games. European Journal of Social Psychology, 45(3), 349–355. doi:10.1002/ejsp.2103

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Jakobson M., Taylor, T.L. (2003) The Sopranos meets EverQuest: social networking in massively multiplayer online games. In Proceedings of the Design Automation Conference, pp. 81–90.

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Kaczmarek, L. D., Drążkowski, 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 (5), 298-302. DOI: 10.1089/cyber.2013.0595

King, D.L., Delfabbro, P.H. (2016). Features of Parent-Child Relationships in Adolescents with Internet Gaming Disorder. International Journal of Mental Health and Addiction. . 10.1007/s11469-016-9699-6.

King, D.L., Delfabbro, P.H., Zwaans, T., Kaptsis, D. (2013). Clinical features and axis I comorbidity of Australian adolescent pathological Internet and video game users. Aust N Z J Psychiatry. 47, 1058–1067.

King, D.L., Haagsma, M.C., Delfabbro, P.H., Gradisar, M.S., Griffiths, M.D.(2013) Toward a consensus definition of pathological video-gaming: a systematic review of psychometric assessment tools. Clin. Psychol. Rev. 33, 331–342 .

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Király, O., Demetrovics, Z.. (2017). Inclusion of Gaming Disorder in ICD has more advantages than disadvantages: Commentary on: Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal (Aarseth et al.). Journal of Behavioral Addictions. 6. 1-3. 10.1556/2006.6.2017.046.

Király O, Nagygyörgy, K., Griffiths, M.D., Demetrovics, Z. (2014) Problematic online gaming. In: Rosenberg K, Feder L, editors. Behavioral addictions: criteria, evidence and treatment. New York: Elsevier; p. 61–95.

Király, O., Griffiths, M.D., Demetrovics, Z. (2015) Internet gaming disorder and the DSM-5 : Conceptualization, debates, and controversies. Current Addiction Reports (2). pp. 254-262.

Klimmt, C., Hefner, D., Vorderer, P. (2009). The video game experience as ‘‘true’’ identification: A theory of enjoyable alterations of players’ selfperception. Communication Theory, 19(4), 351–373. doi:10.1111/j.1468-2885.2009.01347.x

Ko, C.H., Yen, J.Y., Chen, C.C., Chen, S.H., Yen, C.F. (2005): Gender differences and related factors affecting online gaming addiction among Taiwanese adolescents. J NervMent Dis 2005; 193:273–277.

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Kuss, D., Louws, J., Wiers, R. (2012). Online Gaming Addiction? Motives Predict Addictive Play Behavior in Massively Multiplayer Online Role-Playing Games. Cyberpsychology, behavior and social networking. 15. 480-5. 10.1089/cyber.2012.0034.

Lee, I., Yu, C., Lin, H. (2007). Leaving a Never-Ending Game: Quitting MMORPGs and Online Gaming Addiction. The University of Tokyo, Volume: 4 ISBN / ISNN: ISSN 2342-9666

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. . 10.1016/j.chb.2014.11.098.

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McCreery, M., Kathleen Krach, S., Schrader, P.G., Boone, R. (2012). Defining the virtual self: Personality, behavior, and the psychology of embodiment. Computers in Human Behavior. 28. 976–983. 10.1016/j.chb.2011.12.019.

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