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Dissertations / Theses on the topic 'Internet gaming disorders'

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1

Bender, James D. "Duration of Time Spent Playing Online Video Games, Interpersonal Skills, and Introversion Personality Traits as Predictors for Social Anxiety Symptoms." TopSCHOLAR®, 2016. http://digitalcommons.wku.edu/theses/1627.

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This study sought to determine if time spent engaging in online gaming, interpersonal communication skills, and introvert personality traits are predictors of an individual’s likelihood of experiencing symptoms of social anxiety. A sample of 128 participants (82 males and 46 females) completed measures of demographics, interpersonal communication skills, problematic online gaming, social anxiety, and introversion. Participants were recruited through Amazon Mechanical Turk. There were significant correlations among social anxiety and interpersonal communication skills, problematic online gaming
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2

Pearcy, Benjamin Thomas Draper. "Internet Gaming Disorder: Associated Cognitions, Measures and Clinical Utility." Thesis, Curtin University, 2019. http://hdl.handle.net/20.500.11937/79405.

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Internet Gaming Disorder has been proposed as a mental health disorder. This research developed and began the validation of three measures to assess Internet Gaming Disorder; a survey measure, a clinician administered measure; and a measure of Internet gaming cognitions. Further, research findings indicated Internet Gaming Disorder accounts for unique disability and distress after controlling for known comorbid disorders. The findings contribute the to evidence base for this disorder.
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3

Pontes, Halley de Oliveira Miguel. "The psychometrics of Internet addiction and Internet Gaming Disorder : a step towards measurement unification." Thesis, Nottingham Trent University, 2017. http://irep.ntu.ac.uk/id/eprint/30943/.

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Previous research on gaming addiction and Internet addiction (IA) has relied on inconsistent definitions and theoretical frameworks to define these constructs, and has negatively impacted on their assessment. However, the American Psychiatric Association (APA) included 'Internet Gaming Disorder' (IGD) as a tentative disorder in need of further investigation in the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-5). Following this preliminary recognition of gaming addiction as potential disorder, unification and standardisation in the field in terms of assessment
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4

Collie, Christin, Samuel C. Peter, Hannah G. Mitchell, and Meredith K. Ginley. "What Are You Really Asking? Readability of Internet Gaming Disorder Measures." Digital Commons @ East Tennessee State University, 2021. https://dc.etsu.edu/asrf/2021/presentations/20.

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When designing assessment measures to capture psychological symptoms it is essential to ensure the individual completing the measure understands what is being asked of them. In the most basic sense, readability relates to how easy it is to understand something when you read it. Understanding readability can inform clinicians and researchers about selecting appropriate measures for their clients and participants. One commonly used formula to determine a given text's readability is the Flesch Kincaid Grade Level (FKG). Newer approaches of measuring readability utilize technological programs, suc
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5

Collie, Christin. "Gaming Behaviors in Day-to-Day Life: Exploring a Problematic Gaming Behavior Scale." Digital Commons @ East Tennessee State University, 2018. https://dc.etsu.edu/etd/3496.

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Growing concern for the problematic use of video games has prompted new research in a now growing field of literature. Internet Gaming Disorder (IGD) is a proposed behavioral addiction in the Diagnostic and Statistical Manual of Mental Disorders, fifth edition (DSM-5). To examine the proposed criteria for IGD, a self-report problematic gaming behavior scale (PGBS) was developed for adults residing in the United States. One hundred eighty-nine participants completed an online questionnaire comprised of demographic items, general gaming information, the PGBS, and the Internet Gaming Disorder-20
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6

Smart, Gemma. "(Internet) Gaming Disorder: Fact or Fantasy? A conceptual analysis of a new psychiatric classification." Thesis, The University of Sydney, 2019. http://hdl.handle.net/2123/20667.

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(Internet) Gaming Disorder ((I)GD) is one of the most problematic psychiatric disorders to be recently proposed. It is noted as a condition of further study in the DSM-5 as ‘Internet Gaming Disorder’ and is likely to be included in future editions of the DSM pending further research. Both Gaming Disorder and Internet Gaming Disorder have been added to the ICD-11. In this multidisciplinary conceptual analysis, I have combined a philosophical approach with current research in psychiatry, psychology and neuroscience, game studies, and economic theory in the area. Presented is a Picoeconomic and N
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7

Männikkö, N. (Niko). "Problematic gaming behavior among adolescents and young adults:relationship between gaming behavior and health." Doctoral thesis, Oulun yliopisto, 2017. http://urn.fi/urn:isbn:9789526216584.

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Abstract The aim of the study was to describe and explain the problematic gaming behavior and the relationship between the digital gaming behavior (gaming time, medium, genres and motives), health (psychological, social and physical) and problematic gaming behavior among young people aged from 13 to 24 years. Information received can be used for developing practices to identify individuals with problematic gaming behavior, promote their lifestyle change and subsequently to increase knowledge of the nature of the condition within healthcare education. In this study, digital games means electron
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8

Yu, Shu. "Internet gaming disorder :its assessment and interplay with need satisfaction, maladaptive cognitions, and cognitive-behavioral skills." Thesis, University of Macau, 2018. http://umaclib3.umac.mo/record=b3953562.

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9

Gotthardsson, Adam. "Video- och datorspelsberoende ur ett elevhälsoperspektiv." Thesis, Ersta Sköndal Bräcke högskola, Institutionen för socialvetenskap, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:esh:diva-7648.

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The development of video and computer games has been rapid and has received a large number of users among children and young people. Gaming online makes it a social place where users can do common activities in the game. For some users, gaming has had negative consequences in relation to their surroundings. There may be lost control over time played, social isolation, deteriorated school results or problems at work. The World Health Organization chose in its eleventh edition of the International Statistical Classification of Diseases and Related Health Problems to introduce the diagnosis of Ga
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10

Dieter, Julia [Verfasser], and Karl [Akademischer Betreuer] Mann. "Neurobiological correlates of avatar identification processing and emotional inhibitory control in internet gaming disorder / Julia Dieter ; Betreuer: Karl Mann." Heidelberg : Universitätsbibliothek Heidelberg, 2017. http://d-nb.info/1178008592/34.

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11

Frost, Mattias, and Andreas Johansson. "Socialsekreterares arbete med dataspelsberoende ungdomar." Thesis, Högskolan Dalarna, Socialt arbete, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:du-29679.

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Dataspelsberoende är ett relativt nytt och växande problem bland barn och ungdomar, som kan innebära negativa konsekvenser för deras familjerelationer samt skolgång. Syftet med denna studie är att undersöka hur socialsekreterare arbetar med och resonerar kring ungdomar som lever med dataspelsberoende. För att uppnå syftet har vi tillämpat en kvalitativ ansats med semistrukturerade intervjuer som metod. Sex intervjuer genomfördes. Det insamlade materialet har analyserats med en kroppsorienterad respektive en handlingsorienterad förklaringsmodell för drogbruk och beroende, ett teoretiskt ramverk
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12

Denti, Elisabetta. "Habitudes et addiction à internet chez les adolescents italiens : impact sur la fonction visuelle d'un protocole de dramathérapie." Thesis, Sorbonne Paris Cité, 2017. http://www.theses.fr/2017USPCB018.

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En 2017, il n'est plus nécessaire de se rappeler un numéro de téléphone par cœur, de patienter gentiment pour goûter les fruits et légumes de saison ou d'attendre quelqu’un à la gare avec impatience sans avoir eu de ses nouvelles : les émotions sont d'avantage liées à des moyens de communication bien plus immédiats. Le rythme naturel du temps qui passe dans nos vies semble s’apparenter pour l'homme (et pour la femme) du nouveau millénaire, davantage à une accélération effrénée et constante, une course contre le temps, dans l'illusion d'un monde instantané, hyper-rapide, super efficace : un mon
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13

Caillon, Julie. "Jeu d’argent pathologique : évaluation et implications cliniques de la politique de jeu responsable menée en France : cas particulier des jeux de hasard et d’argent sur Internet." Thesis, Paris 10, 2018. http://www.theses.fr/2018PA100175.

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Les jeux de hasard et d’argent sur Internet présentent des caractéristiques addictogènes particulièrement à risque de perte de contrôle. Ainsi, en 2017, 13% des joueurs français sur Internet étaient considérés comme des joueurs excessifs ce qui était supérieur aux pratiques hors ligne. On assiste également à une augmentation de nouvelles pratiques de jeux d’argent sur Internet comme les activités de trading sur Internet. Pour protéger les joueurs les plus vulnérables, l’état en lien avec les opérateurs de jeu propose une politique dite de jeu responsable qui intègre plusieurs mesures de réduct
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14

Morais, Francisco de Almeida. "Comorbid psychopathology in internet gaming disorder." Master's thesis, 2021. http://hdl.handle.net/10451/52072.

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Trabalho Final do Curso de Mestrado Integrado em Medicina, Faculdade de Medicina, Universidade de Lisboa, 2021<br>A perturbação de jogo pela internet (PJI) foi reconhecida, em 2013, como uma potencial patologia psiquiátrica, de natureza aditiva, que requer investigação científica adicional pela Associação Americana de Psiquiatria. A literatura atual associa a PJI com diversas psicopatologias. No entanto, com base na evidência ainda não é possível clarificar totalmente a dinâmica dessas associações. O principal objetivo desta revisão foi explorar o estado atual da literatura para caracterizar c
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15

Samouco, Ana Isabel Carvalho Boavista. "Internet Gaming Disorder: a review of the literature." Master's thesis, 2015. https://repositorio-aberto.up.pt/handle/10216/88681.

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Samouco, Ana Isabel Carvalho Boavista. "Internet Gaming Disorder: a review of the literature." Dissertação, 2015. https://repositorio-aberto.up.pt/handle/10216/88681.

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17

Nelson, Georgia. "Social influences as risk factors for internet gaming disorder." Thesis, 2019. http://hdl.handle.net/2440/129103.

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This item is only available electronically.<br>The rise of the internet and online video gaming has led to some individuals becoming over invested in gaming. In some cases this may lead to the development of Internet Gaming Disorder (IGD). Current addiction models have focused on examining individual risk factors related to problematic gaming. However an area that has received less attention is social influences on problematic gaming. Video gaming has become a highly social activity and preliminary research suggests the social features of games may change problem gaming behaviours. This study
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18

Chen, Yi-Wei, and 陳逸緯. "Role of Impulsivity in the Association between Internet Gaming Disorder and Attention-Deficit/Hyperactivity Disorder." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/3yrfpe.

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碩士<br>高雄醫學大學<br>醫學系神經學科研究所<br>102<br>This study aims to discover whether impulsivity is the mediator of Internet Gaming Disorder (IGD) and Attention-Deficit/Hyperactivity Disorder (ADHD). In the past, researches all point out that IGD and mostpsychological patients have comorbidity especially with ADHD. Moreover, impulsivity has significant similarity with IGD and ADHD. In order to prevent and cure IGD, with an aim to discover, the study endeavors to research the three dimensions of impulsivity and whether it is the mediator of IGD and ADHD for future researches. The study method is to po
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TSENG, KUAN-CHING, and 曾冠青. "From External Factors for Withdrawal Adolescence Internet Gaming Disorder Without the Intervention." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/08526553423829589971.

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碩士<br>建國科技大學<br>數位媒體設計系暨媒體與遊戲設計研究所<br>104<br>Adolescent online gaming disorder has been regarded as a social phenomenon in many countries. Some interventions are involved such as Cognitive Behavior Therapy, Virtual Reality Therapy, Self-Discovery Camp, Multi-Dimensional Family Therapy and Medicine using. In this study, in-depth interview and focus group interview were conducted. Fourteen college students in Taiwan were selected to involve into the interviews. The processes of how they withdrawal IGD without interventions were revealed. Environment factors, peer and family influences were revea
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20

ZENG, BO-LING, and 曾柏齡. "The Study of Relationships among Internet Gaming Disorder, Self-Identity, Real and Internet Relationships of Adolescence." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/02473964405248922069.

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碩士<br>國立臺中教育大學<br>諮商與應用心理學系碩士班<br>104<br>The purposes of the study are (1) to understand current situations of internet gaming disorder, self-identity, real interpersonal relationships and internet interpersonal relationships of adolescences, (2) to investigate the difference of internet gaming disorder, self-identity, real interpersonal relationshipsand internet interpersonal relationships among college adolescences from different demographic backgrounds, (3) to investigate the relationships among internet gaming disorder, self-identity, and real interpersonal relationshipsand internet interp
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21

Resende, Miguel Ângelo Lassal de. "Hábitos de jogar videojogos e validação do Ten-Item Internet Gaming Disorder Test." Master's thesis, 2020. http://hdl.handle.net/1822/68914.

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Dissertação de mestrado integrado em Psicologia<br>A Internet Gaming Disorder (IGD) foi adicionada em 2013 à Secção de Modelos e Medidas Emergentes do DSM-5, sob a necessidade de se investigar esta perturbação antes do seu reconhecimento oficial. A literatura sugere que determinados motivos para jogar videojogos predizem a IGD e, ainda, que certos traços da personalidade estão associados à mesma, nomeadamente, a agressividade e os traços psicopáticos. O Ten-Item Internet Gaming Disorder Test (IGDT-10) é um teste de dez itens baseado nos nove critérios que o DSM-5 propõem para a avaliação da IG
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22

Gonçalves, Beatriz Neto Iria Varanda. "Vulnerabilidade psicológica e gaming em idade pediátrica." Master's thesis, 2021. http://hdl.handle.net/10451/51593.

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Trabalho Final do Curso de Mestrado Integrado em Medicina, Faculdade de Medicina, Universidade de Lisboa, 2021<br>É consensual o conhecimento de que as atividades de gaming desempenham um importante papel nos requisitos de entretenimento, socialização e até aprendizagem das crianças na atualidade. Embora de elevado valor lúdico, a utilização excessiva ou inadequada de videojogos, em indivíduos mais vulneráveis, pode associar-se ao desenvolvimento de comportamentos problemáticos e até aditivos, com consequências desfavoráveis. A pesquisa nesta área tem aumentado consideravelmente nos últimos an
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23

Shand, TA. "Investigating risk factors for internet gaming disorder: impulsivity, ADHD, behavioural inhibition / activation, weekly gameplay and inhibitory control." Thesis, 2022. https://eprints.utas.edu.au/47639/.

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The recent decision by the World Health Organization to recognise Gaming Disorder as a behavioural addiction requires a shift in research focus towards its predisposing factors and progression. The Interaction of Person-Affect-Cognition-Execution (I-PACE) model is an emerging theory to explain the onset of disordered gaming by examining interactions between predisposing factors, moderators, and mediators combined with reduced executive functioning. The current study aimed to examine associations between various risk factors for disordered gaming and the development of IGD symptoms. A sample of
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24

Barbosa, Isa Cristina Duarte. "Should we protect people with ADHD from playing? A review on the association between Attention-Deficit/Hyperactivity Disorder and Internet Gaming Disorder." Master's thesis, 2020. https://hdl.handle.net/10216/128702.

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Introdução: Desde a introdução da Perturbação do Jogo pela Internet (PJI) na 5ª edição do Manual de Diagnóstico e Estatística das Perturbações Mentais (DSM-5), tem-se assistido a um rápido desenvolvimento da literatura sobre este assunto. Vários estudos têm abordado as comorbilidades associadas ao jogo patológico, mas poucos se focam especificamente na Perturbação de Hiperatividade e Défice de Atenção (PHDA). Esta monografia tem como objetivo rever o conhecimento atual sobre a associação entre PHDA e jogo patológico, assim como as lacunas existentes. Métodos: Foi realizada uma pesquisa de art
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Barbosa, Isa Cristina Duarte. "Should we protect people with ADHD from playing? A review on the association between Attention-Deficit/Hyperactivity Disorder and Internet Gaming Disorder." Dissertação, 2020. https://hdl.handle.net/10216/128702.

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Introdução: Desde a introdução da Perturbação do Jogo pela Internet (PJI) na 5ª edição do Manual de Diagnóstico e Estatística das Perturbações Mentais (DSM-5), tem-se assistido a um rápido desenvolvimento da literatura sobre este assunto. Vários estudos têm abordado as comorbilidades associadas ao jogo patológico, mas poucos se focam especificamente na Perturbação de Hiperatividade e Défice de Atenção (PHDA). Esta monografia tem como objetivo rever o conhecimento atual sobre a associação entre PHDA e jogo patológico, assim como as lacunas existentes. Métodos: Foi realizada uma pesquisa de art
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Amaro, Pedro Miguel Carvalho. "Perturbação de Jogos de Internet nos jovens portugueses." Master's thesis, 2021. http://hdl.handle.net/10316/98376.

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Trabalho Final do Mestrado Integrado em Medicina apresentado à Faculdade de Medicina<br>Introdução: A Perturbação de Jogos de Internet (PJI) é uma condição a ser integrada na próxima edição do DSM (Manual Diagnóstico e Estatístico de Doenças Mentais), face aos inúmeros malefícios associados ao hábito patológico de jogos de vídeo. Com este estudo pretendemos conhecer qual a prevalência desta perturbação numa amostra de jovens adultos portugueses, correlacionando-a secundariamente com o índice de deprivação socioeconómica e a satisfação com a funcionalidade familiar desses indivíduos. Métodos:
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27

Silva, Pedro Filipe Baptista da. "Relação entre uso problemático de internet e dos videojogos com o consumo de substâncias, variáveis psicológicas e pratica de actividade física entre adolescentes em Portugal: um estudo preliminar." Master's thesis, 2021. http://hdl.handle.net/1822/73303.

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Dissertação de mestrado integrado em Psicologia<br>Atualmente o uso problemático de internet (UPI) e videojogos (UPV) é elevado. A literatura sugere que existem similaridades entre esta adição e às já conhecidas, como drogas, álcool e também jogos de azar. Foi também sugerido que a existência de fatores de risco quanto à sua aquisição e/ou manutenção tal como a baixa empatia, alta impulsividade e outros fatores psicológicos. O presente estudo teve como objetivos 1) encontrar relações entre o uso problemático dos videojogos/internet, com o consumo de substâncias, fatores psicológicos e a prátic
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28

Batista, Hugo João Vieira. "Perturbação do jogo pela internet em adolescentes: diferenças entre três níveis de adição." Master's thesis, 2019. http://hdl.handle.net/10400.12/7431.

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Dissertação de Mestrado apresentada no ISPA – Instituto Universitário para obtenção de grau de Mestre na especialidade de Psicologia Clínica.<br>Em virtude da reduzida investigação feita em Portugal sobre a Perturbação do Jogo pela Internet e considerando que a mesma é definida pela American Psychiatric Association (APA) como ‘condição para investigação futura’, surgiu o presente estudo que tem como objetivo averiguar a correlação entre níveis de depressão, ansiedade, stress, isolamento, insónia, autocontrolo, agressividade, autoestima, motivos para jogar – e três níveis de adição – normal, le
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Hrdinová, Petra. "Vnímání prožitku hraní online her v souvislosti se závislostním chováním." Master's thesis, 2018. http://www.nusl.cz/ntk/nusl-387397.

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Introduction: the playing of massively multiplayer online role - playing games (MMORPG) has been connected with computer technologies for few years. Despite the fact that the addiction on online role playing game is not officially in MKN - 10, it takes after gaming disorder following place within behavioral addictions. Aim: the main aim of the work was to describe the perception of subjective experience of gamers playing online games. Research questions regarded types of experience of gamers, incidence of addiction behavior, gamers differences in experience with and without addiction symptoms.
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Monnye, Segoane Lawrence. "Towards the regulation of interactive gambling : an analysis of the gambling regulatory framework in South Africa." Diss., 2016. http://hdl.handle.net/10500/21154.

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With the exception of horse racing, any form of gambling was criminalised in South Africa until the dawn of constitutional democracy in 1994. In the same year, the Lotteries and Gambling Board Act, 1993, came into force decriminalising, amongst others, casinos and gambling games within the Republic. This Act has since been repealed and gambling is governed by the National Gambling Act, 2004, as well as by provincial gambling laws. Interactive / online gambling is illegal pending authorisation by a national legislation. Such legislation, the National Gambling Amendment Act, 2008, seeking to reg
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Torez, Miguel. "An Online Investigation Into Internet Gaming Disorder (IGD), Comorbidity, and Psychosocial Issues: a Comparison of American and Chinese Gamers—and Predictors of Meeting Criteria for a Formal Diagnosis of IGD." Thesis, 2019. https://doi.org/10.7916/d8-js7c-nx64.

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The problem that this study addressed is the rise of internet gaming disorder (IGD) globally, including within the United States and countries such as China—and, the resultant need for more data on the prevalence of adult men and women meeting criteria for a diagnosis of IGD, as well as data on related comorbidities and psychosocial issues. A global sample (N=231) met the study inclusion criteria (i.e., play video games at least once a week at a minimum, consider themselves involved in Internet gaming, and have been gaming for the past six months—while of interest were findings with an English
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Váhalová, Martina. "Partnerské vztahy mladých dospělých mužů s poruchou hraní internetových her." Master's thesis, 2021. http://www.nusl.cz/ntk/nusl-448175.

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Background: Internet gaming disorder is a relatively new diagnosis. Research in this area is developing dynamically, and the number of studies conducted is growing, focusing not only on the disorder in general, but also on its impact on the lives of addicted gamers. Laical and professional public debate on the potential impact of non-substance addictions on social relations. Aim of the research: The research focuses on the perception of partnerships by players who meet criteria for an online gaming disorder and a subjective assessment of the impact of the disorder on the partners themselves. S
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