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The Psychology of Massively Multi-User Online Role-Playing Games: Motivations, Emotional Investment, Relationships and Problematic Usage
16 references·16 citing·38 second hopsampled
The Psychology of Massively Multi-User Online Role-Playing Games: Motivations, Emotional Investment, Relationships and Problematic Usage (2006)The Psychology of Massively Multi-User On…Race in Cyberspace (2013)Race in CyberspaceThe Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments (2006)The Demographics, Motivations…Should We Trust Web-Based Studies? A Comparative Analysis of Six Preconceptions About Internet Questionnaires. (2004)Should We Trust Web-Based Stu…Breaking the Stereotype: The Case of Online Gaming (2003)Breaking the Stereotype: The …Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier (2002)Virtual Worlds: A First-Hand …Violent Video Games and Hostile Expectations: A Test of the General Aggression Model (2002)Violent Video Games and Hosti…A bird's eye view: biological categorization and reasoning within and across cultures (2002)A bird's eye view: biological…Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier (2001)Virtual Worlds: A First-Hand …How We Became Posthuman: Virtual Bodies in Cybernetics, Literature and Informatics (2001)How We Became Posthuman: Virt…Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature (2001)Effects of Violent Video Game…Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. (2000)Video games and aggressive th…Violent video games and aggression (1999)Violent video games and aggre…How We Became Posthuman (1999)How We Became PosthumanFrom Barbie to Mortal Kombat: gender and computer games (1998)From Barbie to Mortal Kombat:…Life on the Screen: Identity in the Age of the Internet (1997)Life on the Screen: Identity …External Validity of “Trivial” Experiments: The Case of Laboratory Aggression (1997)External Validity of “Trivial…L’approche vidéographique dans la recherche en marketing : Quel protocole méthodologique ? (2018)L’approche vidéographique dan…Depression, Internet Gaming Disorder, and the Moderating Effect of the Gamer-Avatar Relationship: an Exploratory Longitudinal Study (2017)Depression, Internet Gaming D…The Use of Player-centered Positive Reinforcement to Schedule In-game Rewards Increases Enjoyment and Performance in a Serious Game (2014)The Use of Player-centered Po…A vacation from your mind: Problematic online gaming is a stress response (2014)A vacation from your mind: Pr…Play online, work better? Examining the spillover of active learning and transformational leadership (2012)Play online, work better? Exa…Attachment disorganization and dissociation in virtual worlds: A study on problematic Internet use among players of online role playing games. (2012)Attachment disorganization an…Massively multiplayer online role-playing games: comparing characteristics of addict vsnon-addict online recruited gamers in a French adult population (2011)Massively multiplayer online …Excessive Internet gaming and decision making: Do excessive World of Warcraft players have problems in decision making under risky conditions? (2011)Excessive Internet gaming and…Virtually Real: A Psychological Perspective on Massively Multiplayer Online Games (2010)Virtually Real: A Psychologic…Sex Differences in Jealousy: An Evolutionary Perspective on Online Infidelity (2010)Sex Differences in Jealousy: …Recognizing Problem Video Game Use (2010)Recognizing Problem Video Gam…Making Digital Game-based Learning Work: Domain Knowledge Transparency (2010)Making Digital Game-based Lea…Blazing Angels or Resident Evil? Can Violent Video Games be a Force for Good? (2010)Blazing Angels or Resident Ev…Video Games, Competition and Exercise: A New Opportunity for Sport Psychologists? (2009)Video Games, Competition and …La cooperación de la biblioteca escolar y la pública: alfabetización en información, “biblioteca integrada” y el mundo virtual (2009)La cooperación de la bibliote…Mixed methods for mixed reality: understanding users’ avatar activities in virtual worlds (2007)Mixed methods for mixed reali…Internet paradox: A social technology that reduces social involvement and psychological well-being? (1998)The Big Five Trait taxonomy: History, measurement, and theoretical perspectives. (1999)Linguistic Markers of Psychological Change Surrounding September 11, 2001 (2004)Knowledge sharing behavior in virtual communities: The relationship between trust, self-efficacy, and outcome expectations (2006)Mail and internet surveys : the tailored design method (2007)Investigating Variation in Replicability (2014)Intraclass correlations: Uses in assessing rater reliability. (1979)A review and reformulation of social information-processing mechanisms in children's social adjustment. (1994)Handbook of social psychology (2004)Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study (2011)The General Aggression Model (2017)Trust: The Social Virtues and the Creation of Prosperity (1996)Evaluating the use of exploratory factor analysis in psychological research. (1999)What Video Games Have to Teach Us about Learning and Literacy (2004)Social Interactions in Massively Multiplayer Online Role-Playing Gamers (2007)Internet Gaming Addiction: A Systematic Review of Empirical Research (2011)What Is eSports and Why Do People Watch It? (2017)Online computer gaming: a comparison of adolescent and adult gamers (2003)Demographic Factors and Playing Variables in Online Computer Gaming (2004)Physical Interpersonal Relationships and Social Anxiety among Online Game Players (2005)Problematic Internet use and psychosocial well-being among MMO players (2009)Aggression: A Social Learning Analysis (1973)Statistical Methods for Meta-Analysis (1988)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Development and Validation of a Game Addiction Scale for Adolescents (2009)Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. (2010)The Aggression Questionnaire. (1992)Plan 9 From Cyberspace: The Implications of the Internet for Personality and Social Psychology (2000)The Field behind the Screen: Using Netnography for Marketing Research in Online Communities (2002)Identity construction on Facebook: Digital empowerment in anchored relationships (2008)Adolescents’ identity experiments on the internet (2005)Gender and Computer Games: Exploring Females' Dislikes (2006)Do you identify as a gamer? Gender, race, sexuality, and gamer identity (2011)Millennial Capitalism: First Thoughts on a Second Coming (2000)Editorial: Mobilities, Immobilities and Moorings (2006)The New Mobilities Paradigm (2006)Enacting the social (2004)Human-Machine Reconfigurations: Plans and Situated Actions (2006)
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References

  • 1997Life on the Screen: Identity in the Age of the Internet6,363 cited
  • 1999How We Became Posthuman5,281 cited
  • 2004Should We Trust Web-Based Studies? A Comparative Analysis of Six Preconceptions About Internet Questionnaires.2,929 cited
  • 2001Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature2,218 cited
  • 2001How We Became Posthuman: Virtual Bodies in Cybernetics, Literature and Informatics2,141 cited
  • 2000Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.1,779 cited
  • 2006The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments1,276 cited
  • 1998From Barbie to Mortal Kombat: gender and computer games698 cited
  • 2002Violent Video Games and Hostile Expectations: A Test of the General Aggression Model615 cited
  • 2003Breaking the Stereotype: The Case of Online Gaming501 cited
  • 1997External Validity of “Trivial” Experiments: The Case of Laboratory Aggression496 cited
  • 2002Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier395 cited
  • 2001Virtual Worlds: A First-Hand Account of Market and Society on the Cyberian Frontier306 cited
  • 1999

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Violent video games and aggression
252 cited
  • 2013Race in Cyberspace229 cited
  • 2002A bird's eye view: biological categorization and reasoning within and across cultures179 cited
  • Cited by

    • 2014A vacation from your mind: Problematic online gaming is a stress response224 cited
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    • 2010Blazing Angels or Resident Evil? Can Violent Video Games be a Force for Good?215 cited
    • 2011Massively multiplayer online role-playing games: comparing characteristics of addict vsnon-addict online recruited gamers in a French adult population210 cited
    • 2010Virtually Real: A Psychological Perspective on Massively Multiplayer Online Games193 cited
    • 2011Excessive Internet gaming and decision making: Do excessive World of Warcraft players have problems in decision making under risky conditions?178 cited
    • 2012Attachment disorganization and dissociation in virtual worlds: A study on problematic Internet use among players of online role playing games.141 cited
    • 2017Depression, Internet Gaming Disorder, and the Moderating Effect of the Gamer-Avatar Relationship: an Exploratory Longitudinal Study136 cited
    • 2007Mixed methods for mixed reality: understanding users’ avatar activities in virtual worlds98 cited
    • 2010Sex Differences in Jealousy: An Evolutionary Perspective on Online Infidelity60 cited
    • 2014The Use of Player-centered Positive Reinforcement to Schedule In-game Rewards Increases Enjoyment and Performance in a Serious Game48 cited
    • 2012Play online, work better? Examining the spillover of active learning and transformational leadership47 cited
    • 2010Making Digital Game-based Learning Work: Domain Knowledge Transparency45 cited
    • 2009Video Games, Competition and Exercise: A New Opportunity for Sport Psychologists?42 cited
    • 2018L’approche vidéographique dans la recherche en marketing : Quel protocole méthodologique ?11 cited
    • 2009La cooperación de la biblioteca escolar y la pública: alfabetización en información, “biblioteca integrada” y el mundo virtual2 cited