[HTML][HTML] Multinational comparison of internet gaming disorder and psychosocial problems versus well-being: Meta-analysis of 20 countries

C Cheng, MWL Cheung, H Wang - Computers in Human Behavior, 2018 - Elsevier
Internet gaming disorder (IGD) has been viewed by scholars as (a) a pathology that co-
occurs with psychological problems (comorbidity hypothesis),(b) maladaptive coping with …

I am (not) my avatar: A review of the user-avatar relationships in massively multiplayer online worlds

F Sibilla, T Mancini - Cyberpsychology: Journal of Psychosocial …, 2018 - cyberpsychology.eu
Literature currently presents many studies on the self in the context of Massively Multiplayer
Online Worlds, many of which have explored both the self of the user (offline self) and the …

Loyalty towards online games, gaming addiction, and purchase intention towards online mobile in-game features

J Balakrishnan, MD Griffiths - Computers in Human Behavior, 2018 - Elsevier
The most important stream of game developers' revenue is arguably via gamer's in-game
purchases. Previous literature has identified a number of strong determinants of online …

Player experiences in a massively multiplayer online game: A diary study of performance, motivation, and social interaction

J Fox, M Gilbert, WY Tang - New Media & Society, 2018 - journals.sagepub.com
Video game researchers have struggled to capture players' personal experiences in natural
gaming contexts. We used longitudinal diary methods to examine the everyday experiences …

Exploring the influence of parental involvement and socioeconomic status on teen digital citizenship: A path modeling approach

X Wang, W Xing - Journal of Educational Technology & Society, 2018 - JSTOR
One important aspect of digital citizenship, defined as “the norms of appropriate, responsible
behavior with regard to technology use,” is to reinforce ethical online behavior and …

Online-only friends, real-life friends or strangers? Differential associations with passion and social capital in video game play

R Perry, A Drachen, A Kearney, S Kriglstein… - Computers in Human …, 2018 - Elsevier
The present study tests a recently proposed model in which social video game play supports
wellbeing by contributing to a harmonious type of engagement with the game. Players (N …

Look on the Bright Side (of Media Effects): Pokémon Go as a Catalyst for Positive Life Experiences

JA Bonus, A Peebles, ML Mares, IG Sarmiento - Media Psychology, 2018 - Taylor & Francis
This study examined whether playing an augmented reality (AR) video game might benefit
players' psychological well-being. Specifically, it tested predictions afforded by integrating …

Online gaming, loneliness and friendships among adolescents and adults with ASD

M Sundberg - Computers in Human Behavior, 2018 - Elsevier
Adolescents and adults with Autism Spectrum Disorder (ASD) are prone to experience poor
friendships and loneliness. This group has also shown a particular interest for screen-based …

Designing for friendship: Modeling properties of play, in-game social capital, and psychological well-being

AE Depping, C Johanson, RL Mandryk - Proceedings of the 2018 Annual …, 2018 - dl.acm.org
Players are increasingly viewing games as a social medium to form and enact friendships;
however, we currently have little empirically-informed understanding of how to design …

A longitudinal analysis of gaming-and non-gaming-related friendships and social support among social online game players

E Domahidi, J Breuer, R Kowert, R Festl… - Media …, 2018 - Taylor & Francis
Research examining online games often focuses on their potential to negatively impact
players. One of the most common concerns is that playing online with others can displace …