Problematic digital gaming behavior and its relation to the psychological, social and physical health of Finnish adolescents and young adults

N Männikkö, J Billieux, M Kääriäinen - Journal of behavioral …, 2015 - akjournals.com
Background and Aims The aim of this study was to identify problematic gaming behavior
among Finnish adolescents and young adults, and evaluate its connection to a variety of …

[HTML][HTML] Gaming well: links between videogames and flourishing mental health

C Jones, L Scholes, D Johnson, M Katsikitis… - Frontiers in …, 2014 - frontiersin.org
This paper is a review of the state of play of research linking videogaming and flourishing,
and explores the role of videogames and technology to improve mental health and well …

Exploring the association between the Proteus effect and intention to play massive multiplayer online role-playing games (MMORPGs)

S Sun, JH Kim, KM Lee, D Nan - Internet Research, 2023 - emerald.com
Purpose Massive multiplayer online role-playing games (MMORPGs) are representative
metaverse games that are thriving in academia and the industry. This study aims to develop …

A vacation from your mind: Problematic online gaming is a stress response

JG Snodgrass, MG Lacy, HJF Dengah II… - Computers in Human …, 2014 - Elsevier
We present ethnographically-informed survey and interview data suggesting that
problematic online gaming in the World of Warcraft (WoW) can be conceptualized as a …

[图书][B] Virtually sacred: Myth and meaning in world of warcraft and second life

RM Geraci - 2014 - books.google.com
Millions of users have taken up residence in virtual worlds, and in those worlds they find
opportunities to revisit and rewrite their religious lives. Robert M. Geraci argues that virtual …

Enhancing one life rather than living two: Playing MMOs with offline friends

JG Snodgrass, MG Lacy, HJF Dengah II… - Computers in human …, 2011 - Elsevier
We use ethnographic, interview, and survey data to examine problematic play within the
popular online game, World of Warcraft, or 'WoW'for short. Research shows that players …

Magical flight and monstrous stress: Technologies of absorption and mental wellness in Azeroth

JG Snodgrass, MG Lacy, HJ Francois Dengah… - Culture, Medicine, and …, 2011 - Springer
Videogame players commonly report reaching deeply “immersive” states of consciousness,
in some cases growing to feel like they actually are their characters and really in the game …

A formal anthropological view of motivation models of problematic MMO play: Achievement, social, and immersion factors in the context of culture

JG Snodgrass, HJF Dengah, MG Lacy… - Transcultural …, 2013 - journals.sagepub.com
Yee (2006) found three motivational factors—achievement, social, and immersion—
underlying play in massively multiplayer online role-playing games (“MMORPGs” or “MMOs” …

The partial truths of compensatory and poor-get-poorer internet use theories: More highly involved videogame players experience greater psychosocial benefits

JG Snodgrass, A Bagwell, JM Patry… - Computers in Human …, 2018 - Elsevier
Research has established loneliness as a good predictor of intensive Internet use. But it is
not fully understood whether Internet activity lessens lonely individuals' felt distress (known …

Cultures of the Internet: Identity, community and mental health

LJ Kirmayer, E Raikhel, S Rahimi - Transcultural psychiatry, 2013 - journals.sagepub.com
The Internet and World Wide Web have woven together humanity in new ways, creating
global communities, new forms of identity and pathology, and new modes of intervention …