Academic literature on the topic 'ADDICTION TO ONLINE GAMES'

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Journal articles on the topic "ADDICTION TO ONLINE GAMES"

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Misra, Richa, Sonali Singh, and Nidhi Singh. "Assessing Behavioral Patterns for Online Gaming Addiction." International Journal of Cyber Behavior, Psychology and Learning 10, no. 2 (April 2020): 43–64. http://dx.doi.org/10.4018/ijcbpl.2020040104.

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The purpose of the study is to identify the risk factors that predict online gaming addiction based on psychological factors. A sample of 150 respondents, who play online games or played in the past, were the respondents. Structured questionnaire is used to understand gaming behavior and other psychological factors. The following factors were found to be a predictor of online gaming addiction: emotional dependence, social withdrawal, detachment from other activities, and long hours spent playing games. Confirmatory factors analysis was used to identify critical factors and discriminant analysis was used to classify respondents as active and non-active online gamer based on their level of addiction and time spent in playing. The result shows a significant gap in the perception of active and non-active gamers with respect to the above-mentioned factors. The study brings valuable insights to medical practitioners and researchers in the context of defining problematic gaming behaviour.
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Purnama, Muhammad Guntur Aji, Oktavia Trian Azizah, and Syam Ja’faros Asshadiq. "Avoiding online game addiction among youngsters." Bulletin of Social Informatics Theory and Application 2, no. 1 (July 17, 2018): 34–38. http://dx.doi.org/10.31763/businta.v2i1.104.

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Teenagers give a change that is influenced from various activities conducted outside the family environment that is playing. The development of information technology has progressed very rapidly, as one form of technological development that is the internet. In line with the rapid development of Internet technology is also triggered the development of new game technology that uses the internet, known as online games, and the online game market share at most is the age of adolescence because of the difficult age in controlling themselves or still unstable in doing something. This is why teenagers are addicted to playing online games. There are factors that affect a person's online game addiction that is internal factors and external factors. Internal factors refer to the state of one's self, while external factors refer to around a person. The case of online game addiction gives a good positive and negative impact. The positive impacts include the addition of new friends, proficient in English, increased concentration and high imagination in making strategies, while the negative impact caused is the lack of socialization relationship to the environment, being indifferent, the concern for the surrounding becomes decreased, concentration decreased, and so forth. To handle someone not to be addicted to playing online games, it is necessary to take preventive measures such as fostering strong intentions to stop playing games, changing gaming activities with more useful activities, reducing time for playing games, reducing time hanging out with fellow gamers, and more etc.
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Ahmidar, Friendy, and Alifiati Fitrikasari. "THE RELATIONSHIP OF URBAN ADOLESCENT STRESSORS TO THE ONLINE ADDICTION OF GAME ON JUNIOR HIGH SCHOOL." Avicenna Medical Journal 1, no. 1 (May 12, 2020): 13–16. http://dx.doi.org/10.15408/avicenna.v1i1.15646.

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Background: The presence of online games has brought great impact on personal development and adolescent adaptation. Urban adolescents are more vulnerable to the complexity and stress. Chronic exposure to social and environmental stress must be related to psychological pressure which can lead adolescent becoming online game addicts. The aim of this study was to determine the correlation between urban adolescent stress and online games addiction.Methods: This is an observational study with a crosssectional study design. Urban adolescent stress was measured using Urban Hassles Index whereas online game addiction was measured using Indonesia Online Game Addiction Questionnaire. This study used chi square as the statistic test.Results: This study included 280 students as research subjects, 112 subjects (40.0%) were online game addicts. Urban adolescent stress has a significant correlation with online games addiction (p = 0.019).Conclusion: There is a correlation between urban adolescent stress and online game addictions.
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Marinova, T. Y., and O. V. Zaretskaya. "Social Psychological Aspects of Addiction to Massively Multiplayer Online Role-Playing Games." Social Psychology and Society 6, no. 3 (2015): 109–19. http://dx.doi.org/10.17759/sps.2015060308.

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The paper addresses the issue of how massively multiplayer online role¬playing games (MMORPG) affect the behavior of players. Basing on a series of research, the paper analyzes how massively multiplayer online role¬playing games are created and highlights their specifics that possibly contribute to the development of psychological addiction to such games. The authors describe the outcomes of their own research on motivation in persons with gaming addiction aged 18 and up, with over 1 year of gaming experience. These out-comes suggest that current traditional criteria developed for assessing gaming addiction cannot be applied to this particular form of addictive behavior.
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Ratna Sari, Claudia Dian, and Christiana Hari Soetjiningsih. "Subjective well-being dan perilaku kecanduan online games pada mahasiswa." JURNAL SPIRITS 11, no. 1 (November 20, 2020): 84. http://dx.doi.org/10.30738/spirits.v11i1.8537.

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This study aims to examine the relationship between Subjective Well-being and Online Games Addiction in college student. Participants were 63 Psychology Faculty students from SWCU, who played online games at least 3 hours a day, which were obtained by using a purposive sampling technique. The data collection method uses Subjective Well-being scale consisting of Manual for Multidimensional Student Life Satisfaction (MSLSS) to measure life satisfaction and Scale of Positive and Negative Experience (SPANE) to measure affect, and the Online Games Addiction Scale to measure online games addiction. Data analysis using Pearson’s product moment correlation technique showed r = -0.057 and significance value of 0.330 (p>0.05) which meant there was no relationship between Subjective Well-being and Online Games Addiction for college students.Keywords: subjective well-being; online games addiction, students
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Mone, Mariani Mediatrix, Imelda F. E. Manurung, and M. K. P. Abdi Keraf. "Online Game Addiction to Adolescent Adaptation Ability in Sikumana Village, Kupang City." Journal of Health and Behavioral Science 2, no. 4 (December 9, 2020): 305–19. http://dx.doi.org/10.35508/jhbs.v2i4.2847.

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Abstract. Online games are games that are accessed online by many players using the internet network. Excessive use of online games can lead to online game addiction. Teens who spend their free time playing online games have the opportunity to experience online gaming. This study aims to see the effect of online game addiction on self-efficacy in adolescents in Sikumana Village, Kupang City. The sampling technique in this study used the Slovin formula with 100 adolescents and 17-21 years old as many as subjects. This hypothesis reveals that online game addiction has a negative effect on adolescents in Sikumana Village, Kupang City. The analysis used in the study used simple regression analysis. This is indicated by a constant value of 28,432; this means that if online game addiction (X) is 0, then the self-value is 28,432. The regression coefficient for the online game addiction variable (X) is - 0.104, meaning that if online game addiction increases by 1%, then self will decrease by 0.104.
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Pawłowska, Beata, Emilia Potembska, and Jolanta Szymańska. "Demographic and family-related predictors of online gaming addiction in adolescents." Polish Journal of Public Health 128, no. 1 (January 1, 2018): 9–13. http://dx.doi.org/10.2478/pjph-2018-0002.

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Abstract Introduction. Dependence on the Internet and online games is a growing problem worldwide. Aim. The aim of this study was to determine the differences between girls and boys as well as between adolescents living in urban vs. rural areas in regard to prevalence of playing online games, the amount of time devoted to playing games, the severity of symptoms of online gaming addiction, and preferences for game genres. Also, significant predictors of online game addiction in the studied group of young people were identified. Material and methods. The study involved 827 adolescents aged 14 to 19 years. When it comes to 488 (60.02%) of them, they lived in the countryside and 325 (39.98%) in a city. The following instruments were used: a sociodemographic questionnaire, the Online Gaming Addiction Questionnaire and the Disturbed Family Relations Questionnaire, all developed by Pawłowska and Potembska. Results. Statistically significant differences were found between girls and boys and between adolescent urban and rural dwellers in prevalence of playing online games, severity of online gaming addiction symptoms, preferences for specific game genres, and the amount of time spent playing online games. Conclusions. 1. Significantly more boys than girls played online games. Boys devoted more time to playing and had more severe symptoms of addiction to online games. 2. Adolescent city dwellers spent significantly more time playing online games, mainly to relieve boredom and experience new sensations, than young people living in the countryside. 3. Major predictors of online gaming addiction included male gender, urban residence, domestic violence, mother’s child-raising rules being challenged by the father, and the child’s sense of responsibility for his/her parents.
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Kurniawati, Rahmi, and Harmaini Harmaini. "Kecanduan Game Online dan Empati pada Mahasiswa." Jurnal Psikologi 16, no. 1 (June 27, 2020): 65. http://dx.doi.org/10.24014/jp.v16i1.7810.

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Empathy is a person's ability to recognize and understand the emotions, thoughts and attitudes of others. One of the things that affect one's empathy is addiction to online games. This study aims to determine whether the level of online gaming addiction will reduce empathy in students. The research subjects were 120 students of the Faculty of Science and Technology of UIN Suska Riau, obtained using purposive sampling. The instrument in this study is the online game addiction scale which is a modification of the Chen and Chang scale and the result of the adaptation and modification of the empathy scale of the Davis scale. Pearson correlation analysis results obtained there is a negative relationship between online game addiction with empathy for students means that the higher the duration of a person's time playing online games, the less the level of one's empathy. Keywords: Empathy, Addiction to online games
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Yusuf, Ah, Ilya Krisnana, and Achmad Ibrahim. "HUBUNGAN KECANDUAN GAME ONLINE DENGAN KOMUNIKASI INTERPERSONAL DAN INTERAKSI SOSIAL REMAJA." Psychiatry Nursing Journal (Jurnal Keperawatan Jiwa) 1, no. 2 (September 1, 2019): 71. http://dx.doi.org/10.20473/pnj.v1i2.13591.

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Pendahuluan: Game online memberikan pengaruh besar pada penggunanya. Pengguna game online cenderung mangalami kecanduan (addiction) pada permainan yang disukainya, ditandai dengan bermain > 4-5 jam perhari, selalu memikirkan game online meskipun tidak bermain game, dan selalu mengutamakan bermain game online dari pada aktivitas yang lain. Tujuan dari penelitian ini adalah untuk mengetahui hubungan kecanduan game online dengan komunikasi interpersonal dan interaksi sosial remaja.Metode: Rancangan penelitian dengan pendekatan Cross-Sectional. Besar sampel pada penelitian ini adalah 210 siswa. Teknik sampling yang digunakan adalah simple random sampling. Data dianalisis dengan menggunakan analisis spearman rho’s dengan derajat signifikansi α=0,05.Hasil: Hasil penelitian menunjukan bahwa komunikasi interpersonal (p = 0,027 dan r = - 0,152), dan interaksi sosial (p = 0,000 dan r = 0,248 berhubungan dengan kecanduan game online.Kesimpulan: Kecanduan game online memiliki hubungan dengan komunikasi interpersonal, semakin tinggi kecanduan game online maka semakin rendah komunikasi interpersonal yang dihasilkan. Kecanduan game online memiliki hubungan dengan interaksi sosial, semakin tinggi kecanduan game online maka semakin rendah interaksi sosial yang dihasilkan. Introduction: Online games have a big influence on users. Users of online games tend to experience addiction in the game they like, marked by playing> 4-5 hours per day, always thinking of online games even if they don't play games, and always prioritize playing online games rather than other activities. The purpose of this study was to determine the relationship of online game addiction with interpersonal communication and social interaction in adolescents.Method: Research design with Cross-Sectional approach. The total sample is 210 respondents. The sampling technique uses simple random sampling. Data were analyzed using spearman rho's analysis with a significance level of p <0.05.Results: The results showed that the one associated with online game addiction was interpersonal communication (p = 0.027 and r = - 0.152), and social interaction (p = 0,000 and r = 0.248).Conclusion: Online game addiction has a relationship with interpersonal communication, the higher the online game addiction, the lower the interpersonal communication produced. Addiction to online games has a relationship with social interaction, the higher the addiction to online games, the lower the social interaction produced.
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Anggreyani, Rainatha, Nopi Nur Khasanah, and Herry Susanto. "GAME ONLINE BERHUBUNGAN DENGAN PERILAKU AGRESIVITAS PADA REMAJA: SEBUAH STUDI DI GAME CENTER SEMARANG." Jurnal Ilmu Kesehatan Immanuel 14, no. 1 (August 17, 2020): 1. http://dx.doi.org/10.36051/jiki.v14i1.96.

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Background: Teens of online game users from year to year have increased. The impact of online games on children are depression, anxiety, and social phobia will get worse and academic achievement will decrease. In addition, the addiction to online games can lead to the emergence of aggressive behavior in adolescents. Researcher is interested to examine the correlation between online game addiction with aggressiveness behavior in adolescents in Semarang game center.Methode: The design of this study is quantitative and type of the research used Cross sectional study. The data were collected by using questionnaires. The number of respondents is 40 people used total sampling technique. The data obtained is processed statistically by using somers'd test.Result: Based on the results obtained from 40 respondents, with the characteristics of respondents 30% aged 18 years. The results showed that 52.5% showed addiction to heavy online games, 32.5% showed a moderate online game addiction and 15% showed an addiction to light online games. A total of 17.5% showed severe aggressiveness, 77.5% showed moderate aggressiveness and 5% showed mild aggressiveness.Conclusion: There is a significant correlation between online game addiction and aggressive behavior in adolescents in Semarang game center (p = 0.042), with weak correlation (r = 0.290)
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Dissertations / Theses on the topic "ADDICTION TO ONLINE GAMES"

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Wang, Lujiaozi, and Siyu Zhu. "Online Game Addiction Among University Students." Thesis, Högskolan i Gävle, Avdelningen för socialt arbete och psykologi, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-13757.

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This thesis is about the effects of online game addiction on both Swedish and Chinese undergraduate students at University of Gävle, Sweden. It aims at investigating the impact that online games have on undergraduate students at University of Gävle, Sweden. As most of the previous researchers in this area conducted a quantitative research, we decided to do a qualitative research which can help us to get a deeper and better understanding of online game addiction.
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Cross, Nicole Alexandra. "The Relationship of Online Gaming Addiction with Motivations to Play and Craving." Bowling Green State University / OhioLINK, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1435084396.

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Welsh-Morgan, Bryan. "The Impact of Online Games such as World of Warcraft on Today's Youth." UOIT, 2010. http://hdl.handle.net/10155/64.

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MacGregor, Scott A. "Extension and Validation of an Adult Gaming Addiction Scale." Antioch University / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1418231740.

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Parsons, Jeffrey Michael. "An examination of massively multiplayer online role-playing games as a facilitator of internet addiction." Diss., University of Iowa, 2005. http://ir.uiowa.edu/etd/98.

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Bopp, Stacey-Lee. "A phenomenological study of problematic internet use with massively multiplayer online games." Thesis, Nelson Mandela University, 2017. http://hdl.handle.net/10948/13757.

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Massively multiplayer online games (MMOG’s) are a specific form of online computer games that allow for millions of people to simultaneously play online at any time. This form of online gaming has become a huge phenomenon worldwide both as a popular past time and a business endeavour for many individuals. There are more than 16 million people worldwide who subscribe to fantasy role-playing online games. Although such games can provide entertainment for many people, they can also lead to problematic Internet use (PIU). PIU has also been referred to as Internet addiction, and can cause significant problems in an individual’s functioning. The study aimed to enhance a greater understanding of the phenomenon of male adults’ experiences PIU with MMOG’s. More specifically the study aims to identify if PIU with MMOG’s can be considered a form of Internet addiction within South Africa. Furthermore, assisting in the further development of online addiction diagnosis and treatment strategies. The study utilised an interpretive phenomenological approach (IPA) and participants were purposively sampled. The data was collected using semi-structured individual interviews. Furthermore, Braun and Clarks thematic analysis was used during data analysis while incorporating the four major processes in phenomenological research, namely 1) epoche, 2) phenomenological reduction, 3) imaginative variation and, 4) synthesis. Themes that emerged from the analysis of the participants’ experiences included, initial description of use, motives for continued use of MMOG’s, consequences of PIU with MMOG’s, perceptions of PIU with MMOG’s, and treatment considerations. This study provided a thick description of South African and international literature and combines the literature with the themes that emerged from the participants experiences in order to produce discussions based on the findings of this qualitative study. Conclusions, recommendations, and limitations of this study informed future research on cyber citizenship by providing a detailed understanding of the context of South African male adults’ experiences of PIU with MMOG’s.
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Wolfe, Amanda. "Massively Multiplayer Online Gamers: Motivations and Risks." Digital Archive @ GSU, 2012. http://digitalarchive.gsu.edu/cps_diss/74.

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Massively multiplayer online games (MMOGs) are a popular type of online video game. While these games and their players have been studied previously, there is gap in the literature that examines the relationship between one’s motivation to play MMOGs and loneliness, depression, and problematic use. For this study, 440 players of World of Warcraft (WoW), a popular MMOG, completed a demographics questionnaire and four measures, including Williams, Yee, & Caplan’s (2008) motivation measure, Peter’s & Malesky’s (2008) World of Warcraft-specific Problematic Usage-Engagement Questionnaire, UCLA’s Loneliness scale, and The Depression Anxiety Stress Scales. Results from quantitative analyses suggest that MMO players who are motivated to play for reasons of achievement and immersion are more likely to experience problematic use than those persons who play for social motivations. Loneliness and depression were only positively related with immersion motivated players, and there exists a significant negative relationship between social motivation and depression. These results suggest that gamers who play WoW for immersive reasons are the most at-risk in comparison to their peers. Implications for counseling, limitations, and directions for future research are discussed.
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Lewis, Michael Scott. "Massively Multiplayer Online Roleplaying Gaming:Motivation to Play, Player Typologies, and Addiction." The Ohio State University, 2016. http://rave.ohiolink.edu/etdc/view?acc_num=osu1461232700.

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Weissman, Dustin R. "Impacts of Playing Massively Multiplayer Online Role-Playing Games (MMORPGs) on Individuals’ Subjective Sense of Feeling Connected with Others." Antioch University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=antioch1496166839644501.

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Ahlstrom, A. Michelle Elton. "Marital Satisfaction among Married Couples in which One or Both Members Play a Massively Multiplayer Online Role-Playing Game (MMORPG)." BYU ScholarsArchive, 2009. https://scholarsarchive.byu.edu/etd/1761.

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The purpose of this study was to gain a better understanding of the gaming behaviors of married individuals and couples who play Massively Multiplayer Online Role-Playing Game(s) (MMORPGs) including gaming addiction, time spent gaming, satisfaction in gaming participation, gaming interaction (between joint gaming spouses), and socio-demographic variables and the subsequent marital satisfaction levels of both individuals in the couple. Hypotheses were generally supported, excluding the hours spent gaming. 685 couples were separated and analyzed according to whether both individuals in the marriage gamed or just one individual gamed (couple-gaming type). Couples in which only one individual gamed (individual-gamer couples) had significantly lower marital satisfaction than all other groups and couples in which both gamed about the same amount of time (equal-gamers) held the highest marital satisfaction of the groups. Prediction models of marital satisfaction were determined for each couple-gaming type. The strongest predictions present in most of the models for marital satisfaction were the frequency that the couple retired to bed at the same time and the frequency that the couple quarreled specifically about gaming. Much MMORPG research has been presented on youth and adults, however to date there is no research on married gamers. Recent research on the video game habits of emerging adults called for further in depth investigation of the implications of video game use in the family formation stage of life.
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Books on the topic "ADDICTION TO ONLINE GAMES"

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Frequently asked questions about online gaming addiction. New York: Rosen Pub., 2010.

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McQuade, Samuel C. Internet addiction and online gaming. Edited by Gentry Sarah, Colt James P, and Rogers Marcus K. New York: Chelsea House, 2011.

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Parks, Peggy J. Online addiction. San Diego, CA: ReferencePoint Press, 2013.

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Playing games online. New York: PowerKids Press, 2012.

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Spivet, Bonnie. Playing games online. New York: PowerKids Press, 2012.

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Online multiplayer games. San Rafael, Calif. (1537 Fourth Street, San Rafael, CA 94901 USA): Morgan & Claypool Publishers, 2010.

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Greg, Hoglund, ed. Cheating Online Games. Upper Saddle River, N.J: Addison Wesley, 2006.

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Is online addiction a serious problem? San Diego, CA: ReferencePoint Press, Inc., 2014.

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Kaufeld, John. Games online for dummies. Foster City, CA: IDG Books Worldwide, 1998.

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Armitage, Grenville, Mark Claypool, and Philip Branch. Networking and Online Games. Chichester, UK: John Wiley & Sons, Ltd, 2006. http://dx.doi.org/10.1002/047003047x.

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Book chapters on the topic "ADDICTION TO ONLINE GAMES"

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Blinka, Lukas, and David Smahel. "Addiction to Online Role-Playing Games." In Internet Addiction, 73–90. Hoboken, NJ, USA: John Wiley & Sons, Inc., 2012. http://dx.doi.org/10.1002/9781118013991.ch5.

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Hung, Jason C., Min-Hui Ding, Wen-Hsing Kao, and Pi-Chung Wang. "The Analysis for Online Game Addiction." In Lecture Notes in Electrical Engineering, 305–16. Singapore: Springer Singapore, 2017. http://dx.doi.org/10.1007/978-981-10-3187-8_31.

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Billieux, Joël, Jory Deleuze, Mark D. Griffiths, and Daria J. Kuss. "Internet Gaming Addiction: The Case of Massively Multiplayer Online Role-Playing Games." In Textbook of Addiction Treatment: International Perspectives, 1515–25. Milano: Springer Milan, 2014. http://dx.doi.org/10.1007/978-88-470-5322-9_105.

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Hung, Jason C., Min-Hui Ding, Wen-Hsing Kao, Hui-Qian Chen, Guey-Shya Chen, and Min-Feng Lee. "The Research of Analysis Addiction of Online Game." In Lecture Notes in Electrical Engineering, 801–9. Singapore: Springer Singapore, 2016. http://dx.doi.org/10.1007/978-981-10-0539-8_79.

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Wang, Xiaolun, Xinlin Yao, and Jie Gu. "Attraction and Addiction Factors of Online Games on Older Adults: A Qualitative Study." In Lecture Notes in Computer Science, 256–66. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-22015-0_20.

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Park, SungBok, and Ha Sung Hwang. "Understanding Online Game Addiction: Connection between Presence and Flow." In Human-Computer Interaction. Interacting in Various Application Domains, 378–86. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-02583-9_42.

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Muhaimin, Muhammad, Norshakirah Aziz, and Mazeyanti Ariffin. "Problematic of Massively Multiplayer Online Game Addiction in Malaysia." In Advances in Intelligent Systems and Computing, 749–60. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-99007-1_69.

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Hussain, Ali, Ding Hooi Ting, Helmut Hlavacs, and Amir Zaib Abbasi. "In-Game Virtual Consumption and Online Video Game Addiction: A Conceptual Model." In Lecture Notes in Computer Science, 210–18. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-77277-2_17.

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Hui, Wendy, and Wai Kwong Lau. "Research in Progress: Explaining the Moderating Effect of Massively Multiplayer Online (MMO) Games on the Relationship Between Flow and Game Addiction Using Literature-Based Discovery (LBD)." In Lecture Notes in Computer Science, 20–29. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-60470-7_3.

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Janzik, Robin, Lars-Ole Wehden, Felix Reer, and Thorsten Quandt. "Gaming Addiction—Underdefined, Overestimated?" In Games and Ethics, 47–59. Wiesbaden: Springer Fachmedien Wiesbaden, 2020. http://dx.doi.org/10.1007/978-3-658-28175-5_4.

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Conference papers on the topic "ADDICTION TO ONLINE GAMES"

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Qin, H., P. P. Rau, and H. Q. Zhong. "Construction of online game addiction based on player experience." In 2007 IEEE International Conference on Industrial Engineering and Engineering Management. IEEE, 2007. http://dx.doi.org/10.1109/ieem.2007.4419226.

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"A Study of University Students' Addiction to Online Games from the Perspective of Demand Level Theory." In 2020 International Conference on Social and Human Sciences. Scholar Publishing Group, 2020. http://dx.doi.org/10.38007/proceedings.0000090.

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Qin, XueMei, and Hua Nan. "Study on Causes and Strategies of Online Game Addiction among College Students." In 2010 International Conference on Multimedia Technology (ICMT). IEEE, 2010. http://dx.doi.org/10.1109/icmult.2010.5630987.

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Ibrahim, Adam Setiawan, and Sulastika Ertina. "The Influence of Peer Support and Self-Efficacy Against Academic Procrastination on Teenagers’ Online Game Addiction." In Proceedings of the 4th ASEAN Conference on Psychology, Counselling, and Humanities (ACPCH 2018). Paris, France: Atlantis Press, 2019. http://dx.doi.org/10.2991/acpch-18.2019.8.

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Ginting, Rafael, Asiah Asiah, Suri Handayani, and Suryati Siagian. "The Effect of Individual Counseling Cognitive Behavioral Therapy for Online Game Addiction on Student SMP Puteri Sion Medan." In Proceedings of the 2nd Annual Conference of Engineering and Implementation on Vocational Education (ACEIVE 2018), 3rd November 2018, North Sumatra, Indonesia. EAI, 2019. http://dx.doi.org/10.4108/eai.3-11-2018.2285671.

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Aisyah, S., Misdi, Y. Mumpuni, and F. Munifatullah. "‘This is My Fault, but Now I Know Online Game Addiction Is Not Good for Me’: School Dropped Out Students’ Narrative." In 1st Paris Van Java International Seminar on Health, Economics, Social Science and Humanities (PVJ-ISHESSH 2020). Paris, France: Atlantis Press, 2021. http://dx.doi.org/10.2991/assehr.k.210304.054.

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7

Kongkarn, V., and S. Sukree. "A framework for applying an intelligent agent to monitor, interpret, and report risk of online computer game addiction in children and early adolescents in Thailand." In 2012 IEEE-EMBS International Conference on Biomedical and Health Informatics (BHI). IEEE, 2012. http://dx.doi.org/10.1109/bhi.2012.6211592.

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8

Sanders, Benjamin, Vivian Chen, Daniel Zahra, Paul Dowland, Shirley Atkinson, Maria Papadaki, and Steven Furnell. "Online addiction." In the International Conference. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1936254.1936275.

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9

Ambrožová, Petra, and Martin Kaliba. "ONLINE ADDICTION AMONG UNDERGRADUATE STUDENTS OF EDUCATION." In 12th International Conference on Education and New Learning Technologies. IATED, 2020. http://dx.doi.org/10.21125/edulearn.2020.0994.

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10

Emma, Todd. "Consequences and Responsibilities of Video Game Addiction." In Annual International Conferences on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2008. http://dx.doi.org/10.5176/978-981-08-8227-3_cgat08-34.

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Reports on the topic "ADDICTION TO ONLINE GAMES"

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Chambers, Christopher. Addressing Cheating and Workload Characterization in Online Games. Portland State University Library, January 2000. http://dx.doi.org/10.15760/etd.2665.

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2

Manchiraju, Srikant, Amrut Sadachar, and Jessica Ridgway. Passion for Online Social Networking and Internet Addiction: Testing a Dual Theory Conceptual Framework. Ames: Iowa State University, Digital Repository, November 2016. http://dx.doi.org/10.31274/itaa_proceedings-180814-1460.

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