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Journal articles on the topic 'Online gaming'

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1

Schneider, Sue. "Social Gaming and Online Gambling." Gaming Law Review and Economics 16, no. 12 (December 2012): 711–12. http://dx.doi.org/10.1089/glre.2012.16123.

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Kaumanns, Ralf, Veit A. Siegenheim, and Andreas Neus. "Online-Gaming." MedienWirtschaft 4, no. 2 (2007): 28–39. http://dx.doi.org/10.15358/1613-0669-2007-2-28.

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Online-Gaming wird immer beliebter. Anfangs als Nischenphänomen für Computer-Kids belächelt, haben sich Online-Spiele inzwischen einen festen Platz im Medienkonsum erobert – weitgehend unabhängig von Alter, Bildung, Einkommen oder Geschlecht. Da Online-Gaming Zeit und insbesondere konzentrierte Aufmerksamkeit bindet, tritt es in Wettbewerb mit etablierten Medien. Der vorliegende Beitrag beleuchtet auf Basis der Ergebnisse einer repräsentativen Primärstudie diese Entwicklung für Deutschland genauer. Neben der Untersuchung der Nutzer und Nutzung von Online-Spielen, liegt der Schwerpunkt auf ausgewählten ökonomischen Aspekten. Die Akzeptanz für Werbung in Online-Spielen ist relativ hoch – und je nach Genre kann sie sogar für das Realitätsempfinden in den virtuellen Umgebungen positiv sein. Für die Anbieter von Computer spielen bilden sich neue Erlösmodelle heraus. Während zu Beginn der Entwicklung der Verkauf der Spiele-Software im Mittelpunkt stand, generieren die Anbieter heute zunehmend Umsätze durch monatliche Abonnementgebühren, Werbung und Product Placement, Merchandising und Lizenzeinnahmen und neuerdings auch durch reale Transaktionsgebühren bei Verkauf oder Auktion virtueller Güter. Rings um eine neue Generation von Online-Spielen wie World-of-Warcraft und virtuelle Umgebungen wie Second-Life entwickeln sich zunehmend ökonomische Mechanismen, die auf der Interaktivität und Kreativität der Nutzer aufbauen, um eine attraktive Unterhaltung anzubieten.
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Curran, Kevin, Paul Canning, Martin Laughlin, Ciaran McGowan, and Rory Carlin. "Online Gaming." American Journal of Applied Sciences 2, no. 3 (March 1, 2005): 622–25. http://dx.doi.org/10.3844/ajassp.2005.622.625.

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Tucker, H. "Gaming Online." ITNOW 53, no. 5 (August 31, 2011): 12–14. http://dx.doi.org/10.1093/itnow/bwr036.

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Palansky, Seth, Laura Mcallister Cox, Elizabeth Lanza, and Stewart Groumoutis. "Responsible Gaming for online Gaming." Gaming Law Review 25, no. 9 (November 1, 2021): 405–11. http://dx.doi.org/10.1089/glr2.2021.29044.sle.

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Close, James, Stuart Gordon Spicer, Laura Louise Nicklin, Joanne Lloyd, Ben Whalley, and Helen Lloyd. "Gambling and Gaming in the United Kingdom during the COVID-19 Lockdown." COVID 2, no. 2 (January 18, 2022): 87–101. http://dx.doi.org/10.3390/covid2020007.

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During the first UK national COVID-19 lockdown, there were fears that increased online gaming and gambling could negatively impact wellbeing. Using a cross-sectional retrospective change survey of 631 UK adult gamers and/or gamblers during the week the UK lockdown was partially lifted (June 2020), we investigated participation in gaming/gambling and relationships with problem gaming, problem gambling and wellbeing (using the following previously validated scales: the Internet Gaming Disorder Short Form; a short-form version of the Problem Gambling Severity Index; a short-form of the Warwick–Edinburgh Mental Well-Being Scale). Results indicated a near-doubling in gaming activity during lockdown and significant increases in problem gaming scores, but not in numbers of disordered gamers. Aggregate changes to gambling participation and problem gambling were negligible: decreases in offline and sports gambling were balanced by increases in online gambling. Wellbeing scores decreased during lockdown across the sample, particularly amongst women, and path analysis revealed moderate correlations between increases in problem gaming and gambling scores and reductions in wellbeing. We conclude that for some, maladaptive gaming/gambling coping strategies during the lockdown may have exacerbated its negative effects.
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Ide, Soichiro, Miharu Nakanishi, Syudo Yamasaki, Kazutaka Ikeda, Shuntaro Ando, Mariko Hiraiwa-Hasegawa, Kiyoto Kasai, and Atsushi Nishida. "Adolescent Problem Gaming and Loot Box Purchasing in Video Games: Cross-sectional Observational Study Using Population-Based Cohort Data." JMIR Serious Games 9, no. 1 (February 9, 2021): e23886. http://dx.doi.org/10.2196/23886.

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Background Video game loot boxes, which can typically be purchased by players or are given as reward, contain random virtual items, or loot, ranging from simple customization options for a player's avatar or character, to game-changing equipment such as weapons and armor. Loot boxes have drawn concern, as purchasing loot boxes might lead to the development of problematic gambling for adolescents. Although parental problem gambling is associated with adolescent problem gambling, no studies have evaluated the prevalence of loot box purchases in adolescents’ parents. Objective This study investigated the association between loot box purchasing among adolescents and parents, and problem online gaming in population-based samples. Methods In total, 1615 adolescent (aged 14 years) gamers from Japan responded to a questionnaire regarding their loot box purchasing and problem online gaming behaviors. Problem online gaming was defined as four or more of the nine addictive behaviors from the Diagnostic and Statistical Manual of Mental Disorders. The adolescents’ primary caregivers were asked about their loot box purchasing. Results Of the 1615 participants, 57 (3.5%) reported loot box purchasing. This prevalence did not differ according to primary caregivers’ loot box purchasing, but adolescents who purchased loot boxes were significantly more likely to exhibit problem online gaming (odds ratio 3.75, 95% CI 2.17-6.48). Conclusions Adolescent loot box purchasing is linked to problem online gaming, but not with parents’ loot box purchasing. Measures to reduce these behaviors should target reducing addictive symptoms in young video gamers.
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Marshall, Murray. "Online Gaming in Kahnawá:ke." Gaming Law Review and Economics 15, no. 6 (June 2011): 335–41. http://dx.doi.org/10.1089/glre.2011.15604.

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9

Schneider, Sue. "Online Gaming in France." Gaming Law Review and Economics 17, no. 4 (May 2013): 260–61. http://dx.doi.org/10.1089/glre.2013.1743.

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10

Heineman, David S. "Korea’s Online Gaming Empire." New Media & Society 15, no. 3 (April 26, 2013): 440–41. http://dx.doi.org/10.1177/1461444812474972.

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Tang, Wai Yen, Felix Reer, and Thorsten Quandt. "The interplay of gaming disorder, gaming motivations, and the dark triad." Journal of Behavioral Addictions 9, no. 2 (June 2020): 491–96. http://dx.doi.org/10.1556/2006.2020.00013.

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AbstractBackground and aimsThere is a considerable amount of research on the psychological antecedents and outcomes of gaming disorder. Although many studies have examined various personality traits or motivations as predictors in isolation, fewer studies have investigated the mediations between personality traits and motivations. Furthermore, the analyzed personality traits have been limited to a few core concepts, with the Big Five personality traits being a standard model in this context. However, more recently the dark triad of personality traits (Machiavellianism, narcissism, and psychopathy) has been found to be associated with various forms of problematic online behavior and usage, such as online gambling, yet little is known about gaming disorder. The current study examines the relationship of these dark personality traits to gaming disorder with three gaming motivations (achievement, social, and escapism) as mediators.MethodThe study uses an online survey of 1,502 German digital game users.ResultsResults indicate a fully mediated association for narcissism via escapism and partial mediation associations for Machiavellianism and psychopathy. Direct effects on gaming disorder were observed for Machiavellianism and psychopathy. Indirect effects by psychopathy were observed via escapism and social motivation, by narcissism via escapism, and by Machiavellianism via social motivation.Discussion and conclusionsThese findings contribute to the theoretical understanding of the mediation of gaming motivations and the dark triad personality traits' importance for gaming disorder.
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Kisch, Mark, and Anders Håkansson. "Associations Between Addictive Behaviors, Individual Characteristics, and the Use of Gambling Services Within the World of Gaming: Cross-sectional Survey Study." JMIR Serious Games 10, no. 2 (April 22, 2022): e29077. http://dx.doi.org/10.2196/29077.

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Background Gambling within the world of gaming is an emerging phenomenon that may share common conceptual characteristics with traditional forms of gambling. The current literature suggests a higher degree of problematic behaviors in this gambling pattern, but studies are few, prompting for further research regarding individual characteristics and comorbid conditions associated with this activity. Objective The aim of the study is to investigate correlations between the use of gambling services within the world of gaming and individual characteristics and addictive behaviors including problem gambling. Methods A cross-sectional web survey was distributed to an existing panel of online respondents in Sweden. A total of 2001 respondents were included. Chi-square and Mann-Whitney U tests, followed by a logistic regression, were used in order to determine independent variables associated with gambling in the context of gaming. Results A total of 2.9% (58/1984) of respondents reported past-year gambling within gaming. Significant associations were found with male sex, younger age, history of treatment-seeking for alcohol problems, and higher Gaming Addiction Scale scores. Conclusions The demonstrated findings strengthen previously found associations between gambling in gaming and younger age, male sex, and problematic gaming behaviors. Additionally, the association with a history of treatment needs for alcohol problems adds to the previous impression of increased problem severity and comorbidity in within-gaming gamblers.
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Jouhki, Hannu, Iina Savolainen, Anu Sirola, and Atte Oksanen. "Escapism and Excessive Online Behaviors: A Three-Wave Longitudinal Study in Finland during the COVID-19 Pandemic." International Journal of Environmental Research and Public Health 19, no. 19 (September 30, 2022): 12491. http://dx.doi.org/10.3390/ijerph191912491.

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Excessive online behaviors refer to harmful or disproportionate use of digital network applications. Such behaviors are likely to be associated with escapist motives. Our aim was to analyze whether escapism predicts excessive gambling, excessive gaming, and excessive internet use over time. A longitudinal sample of Finnish residents aged 18–75 years (n = 1022, 51.27% male) was surveyed at three time points during the COVID-19 pandemic in 6-month intervals: April 2021 (Time 1), October–November 2021 (Time 2), and April–May 2022 (Time 3). Of the original Time 1 respondents, 66.80% took part in the surveys at both Time 2 and Time 3. All surveys included measures for excessive gambling (Problem Gambling Severity Index), excessive gaming (Internet Gaming Disorder Test), and excessive internet use (Compulsive Internet Use Scale). Three escapism-specific questions were used to construct a dedicated escapism variable. Socio-demographic variables, alcohol consumption, and psychological distress were used as controls. The study was conducted with multilevel regression analyses using hybrid models. Our research showed that escapism had strong within-person effects on excessive gambling, B = 0.18, p = 0.003; excessive gaming, B = 0.50, p < 0.001; and excessive internet use, B = 0.77, p < 0.001 over time. The between-person effect of escapism was demonstrated on excessive gaming B = 0.91, p < 0.001, and excessive internet use B = 0.61, p = 0.036. Adverse societal events and uncertain times can manifest in excessive online behaviors motivated by escapism, highlighting a need to focus prevention efforts on healthy coping methods.
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Freeman, Guo, Karen Wu, Nicholas Nower, and Donghee Yvette Wohn. "Pay to Win or Pay to Cheat: How Players of Competitive Online Games Perceive Fairness of In-Game Purchases." Proceedings of the ACM on Human-Computer Interaction 6, CHI PLAY (October 25, 2022): 1–24. http://dx.doi.org/10.1145/3549510.

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The advent of various in-game purchasing systems has led to several ethical concerns in contemporary gaming ecosystems, including the monetary dark patterns in game design and the potential harms on gamer welling by introducing cheating, gambling, and addictive mechanisms. These concerns have resulted in the rise of tensions regarding the impacts of in-game purchases on players who pay versus those who do not pay, such as their perceptions of "fairness" in highly competitive gaming contexts when spending is involved. Using 2,685 Reddit posts from five subreddits of popular online sports and card games that focus on player-to-player competition, we investigate how players of these games perceive fairness of their in-game purchases. This research expands our existing knowledge on ethical concerns and fairness in gaming by highlighting consumers' (players') diverse ethical judgments regarding the increasingly popular monetization mechanisms in modern gaming. It also highlights ethical dilemmas surrounding competition, spending, and enjoyment in online gaming and informs the design of future digital consumption systems for fairer, healthier, and more ethical gaming dynamics.
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Suh, Eunju, Matt Alhaery, Brett Abarbanel, and Andrew McKenna. "Examining millennials’ online gambling behavior: a comparison of generational differences." Journal of Hospitality and Tourism Technology 8, no. 3 (October 2, 2017): 314–36. http://dx.doi.org/10.1108/jhtt-03-2017-0024.

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Purpose This study aims to examine Millennials and generational differences in online gambling activity by comparing online gambling behavior across four different generations: Silent Generation, Baby Boomers, Gen Xers and Millennials. Design/methodology/approach The sample comprised tracked gambling data at the individual player level provided by an online casino accepting real money wagers in a major US gambling market. Attributes of gambling behavior were examined and compared across different generations using Kruskal–Wallis test and pairwise comparisons. Findings Generational differences were observed in 13 of the 16 behavioral variables. Millennials spent the least amount of time on gambling and exhibited the lowest scores on the number of days for slot gambling, trip length and trip frequency among all generations. However, their average table gaming volume per play day was greater than those of other generations. Practical implications The results of this study provide a better understanding of the generational differences in online gambling behavior. They also help casino operators and gaming machine manufacturers develop casino games and products that can appeal to different generational groups in the online gambling market. Originality/value Despite the on-going industry discussion about Millennials and their potential influence on the online gambling market, there appears to be a paucity of empirical research on the online gambling behavior of the Millennial generation. This study fills that gap in empirical evidence, addressing generational differences in online gambling.
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Emond, Alan M., and Mark D. Griffiths. "Gambling in children and adolescents." British Medical Bulletin 136, no. 1 (September 15, 2020): 21–29. http://dx.doi.org/10.1093/bmb/ldaa027.

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Abstract Introduction Children are susceptible to problems with gambling because of developmental and cognitive immaturities, as well as a sensitivity to peer pressure and marketing. Sources of data This review uses recent UK data from the Gambling Commission and from the Avon Longitudinal Study of Parents and Children, and evidence from recent reviews of gambling in children and adolescents. Areas of agreement The prevalence of gambling in children worldwide and in the UK is stable, having generally decreased since 2013. Online gambling is increasing in children and young people. A small minority of adolescents who gamble develop a gambling disorder. Adolescents who have problems with gambling tend to have lower self-esteem and a history of hyperactivity and impulsivity, are more likely to have parents who gamble, report less parental supervision and to use more alcohol than their peers. Areas of controversy Children’s access to slot machines, the relationship between gaming and gambling, and social media advertizing of gambling targeting children. Growing points An increase in online gambling and in-play sports betting by adolescents and the use of skins betting in video gaming. Areas timely for developing research: impact on young people of betting on e-gaming. How best to protect children from early exposure to gambling in the current internet age. Implications for clinicians Need to be aware of the growing and complex phenomenon of gaming and gambling, and implications for the mental health of children and adolescents. The effective management of gambling disorders in children and adolescents requires close working with families.
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Griffiths, Mark, Zaheer Hussain, Sabine M. Grüsser, Ralf Thalemann, Helena Cole, Mark N. O. Davies, and Darren Chappell. "Social Interactions in Online Gaming." International Journal of Game-Based Learning 1, no. 4 (October 2011): 20–36. http://dx.doi.org/10.4018/ijgbl.2011100103.

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This paper briefly overviews five studies examining massively multiplayer online role-playing games (MMORPGs). The first study surveyed 540 gamers and showed that the social aspects of the game were the most important factor for many gamers. The second study explored the social interactions of 912 MMORPG players and showed they created strong friendships and emotional relationships. A third study examined the effect of online socializing in the lives of 119 online gamers. Significantly more male gamers than female gamers said that they found it easier to converse online than offline, and 57% of gamers had engaged in gender swapping. A fourth study surveyed 7,069 gamers and found that 12% of gamers fulfilled at least three diagnostic criteria of addiction. Finally, an interview study of 71 gamers explored attitudes, experiences, and feelings about online gaming. They provided detailed descriptions of personal problems that had arisen due to playing MMORPGs.
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Ramos, Pedro, Pierre Funderburk, and Jennifer Gebelein. "Social Media and Online Gaming." International Journal of Cyber Warfare and Terrorism 8, no. 1 (January 2018): 25–42. http://dx.doi.org/10.4018/ijcwt.2018010103.

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This article describes how the rise in technological innovation has allowed for transnational criminal organizations (TCOs) to expand their operations using virtual platforms such as social media and online video games. These virtual platforms are utilized by TCOs to conduct some of their traditional forms of crimes, such a money laundering. These criminal practices have found solace in technological innovation, mainly through the exploitation of rising technologies, such as online video games, video game consoles and peripherals, such as Virtual Reality headsets, inconspicuous electronic devices for children, Near-Field Communication (NFC), and finally, social media as tool for recruitment and immediate communication. TCOs have managed to utilize these mediums to conduct their criminal activities in part due to the lack or nonexistence of new or proper legislation that regulates how these new mediums can function without facilitating illicit activities and the germination of illicit markets.
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Clinton, Miriam G. "Online Gaming as Digital Heuristics." Studies in Digital Heritage 4, no. 2 (April 10, 2021): 160–84. http://dx.doi.org/10.14434/sdh.v4i2.30580.

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While 3D modeling has only come into widespread archaeological use in recent years, it is hardly a new or untested approach in the study of architecture. Even so, archaeological 3D modeling has largely been limited to use in illustrations, rather than treated as a part of the scientific method. Using the case study of the Minoan House of the Rhyta at Pseira, this article discusses the results of applying 3D modeling as not only a visualization, but also a hypothesis testing tool. In the summer of 2014, the Minoan Modeling Project undertook a new intensive architectural examination of the Minoan House of the Rhyta at Pseira. The project produced both state and reconstructed 3D models. The 3D reconstruction became the basis of an educational video game designed as a scientific tool to test architectural theories about the use of space. As gamers interact with and circulate through the various rooms in the House of the Rhyta, their movements are tracked and statistically compared with the results of more traditional methods of access and circulation pattern analysis. This article presents preliminary results of this crowdsourced online game study, in addition to discussing strengths and weaknesses of the technique as learned through the process of building the model and game.
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Gerwin, Roslyn. "31.2 Online Gaming and Romance." Journal of the American Academy of Child & Adolescent Psychiatry 56, no. 10 (October 2017): S47. http://dx.doi.org/10.1016/j.jaac.2017.07.185.

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Kelley, James B. "Gay Naming in Online Gaming." Names 60, no. 4 (December 2012): 193–200. http://dx.doi.org/10.1179/0027773812z.00000000030.

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Freddolino, Paul P., and Christina M. Blaschke. "Therapeutic Applications of Online Gaming." Journal of Technology in Human Services 26, no. 2-4 (July 3, 2008): 423–46. http://dx.doi.org/10.1080/15228830802099998.

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Sahi, Mahima, and Dr Geeta Bhagat. "Relationship between Online Games and Aggression amongst Adolescents." YMER Digital 20, no. 10 (October 12, 2021): 49–54. http://dx.doi.org/10.37896/ymer20.10/6.

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Online Gaming has been trending amongst the adolescents lately. A variety of studies posit Online Games to have diverse influences on the adolescent’s behavior viz. reducing stress, regulating anger, helping in relaxation etc. While other studies report a linear relationship between Online Gaming and Aggression. This paradox, therein, generates a curiosity to explore, the relationship between Online Gaming and Aggression. For this purpose, the current investigation, attempts to evaluate the relationship between “Online Gaming and Aggression amongst Adolescents” in the Indian setup. The sample comprised of 300 adolescents (150 males and 150 females) in the age range of 14-16 years. The Problematic Online Gaming Questionnaire- Short Form, POGQ-SF (Papay et al., 2013) and The Aggression Questionnaire (Buss & Perry, 1992) were administered. Positive associations were observed between Online Gaming and various dimensions of Aggression viz. Verbal Aggression, Hostility, Anger and Total Aggression (p < .01). Results from the current investigation, therefore, could be utilized heuristically to develop interventional strategies so as to regulate the gaming activity of adolescents and reduce their overall levels of Aggression.
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Claesdotter-Knutsson, Emma, Frida André, and Anders Håkansson. "Gaming Activity and Possible Changes in Gaming Behavior Among Young People During the COVID-19 Pandemic: Cross-sectional Online Survey Study." JMIR Serious Games 10, no. 1 (January 25, 2022): e33059. http://dx.doi.org/10.2196/33059.

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Background Young people’s daily lives and social interactions changed remarkably during the COVID-19 pandemic as schools and cinemas closed, leisure activities were cancelled, and gatherings were regulated. Questions have been raised by the media, schools, policy makers, and research communities about the effect on young people’s online behaviors. Objective This cross-sectional study aimed to study self-reported changes in gaming, focusing on a younger section of the population during the COVID-19 pandemic in Sweden. We also wanted to look at potential risk factors behind problematic gaming during the pandemic, including gaming patterns, gambling behavior, psychological distress, certain sociodemographic characteristics, health factors, and school situation. Methods This was an anonymous online survey study of web panel participants in Sweden (n=1501) to study changes in gaming behaviors during the COVID-19 pandemic. Self-reported increases in gaming were analyzed in logistic regression analyses against sociodemographic and health factors. Results Within the study population that reported changes in gaming activity, we found significant differences in age, employment status, disposable income, whether they ever played on loot boxes, time spent at home, school attendance, psychological distress, and gambling and gaming problems, as well as significant differences in changes in alcohol consumption and exercise habits. When examining the 16–24-year-old age group who reported changes in gaming activity, we found significant differences within the group in disposable income, time at home, and school attendance. When examining the 25–39-year-old age group who reported changes in gaming activity, we found significant differences within the group in employment status, disposable income, time spent at home, whether the respondents were studying, school attendance level, psychological distress, and gaming problems, as well as significant differences in changes in alcohol consumption and exercise habits. Psychological distress (all age groups analyzed together; 25–39-year-old age group), drinking less alcohol (all age groups analyzed together), spending more time at home (all age groups analyzed together), gaming problems, and exercising less (25–39-year-old age group) were positively correlated with a self-reported increase in gaming activity. Being employed (25–39-year-old age group) and being over 40 years of age (all age groups analyzed together) were negatively correlated with increased gaming. We found no significant correlations in the 16–24-year-old age group. Conclusions Those who reported increased gaming during the COVID-19 pandemic were more likely to be 16 years to 39 years old. In the age group of 25 years to 39 years old, the increase was associated with psychological distress, reporting less exercise, and being unemployed. COVID-19 may present as a risk factor of increased online gaming in a small but vulnerable group. More research and preferably longitudinal studies are needed in the field of gaming and effects of the COVID-19 pandemic.
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SONG, RONGGONG, LARRY KORBA, GEORGE YEE, and YING-CHIEH CHEN. "PROTECT VIRTUAL PROPERTY IN ONLINE GAMING SYSTEM." International Journal of Software Engineering and Knowledge Engineering 17, no. 04 (August 2007): 483–96. http://dx.doi.org/10.1142/s0218194007003367.

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Massively multiplayer role-playing gaming (MMORPG) has become a very popular entertainment in Asia. Along with the success of the massively multiplayer role-playing gaming industry in Asia, online gaming-related crimes have grown at an amazing rate. Most of the criminal cases are related to virtual properties since markets have developed for the virtual properties giving them real world values. There has been little research and resulting technologies for MMORPG virtual property protection. In order to reduce the crimes and protect online gaming systems, one potential solution is protecting the virtual properties in online gaming systems. In this paper, we propose a virtual property management language to meter the use of virtual property. The language provides a framework for managing the use of virtual properties and recording the history of transactions to trace the life of virtual properties.
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Pham, Thi Tuan Linh, Han-Chung Huang, Fan-Chen Tseng, T. C. E. Cheng, and Ching-I. Teng. "For whom does flow not enhance online gamer loyalty?" Industrial Management & Data Systems 122, no. 1 (October 27, 2021): 215–34. http://dx.doi.org/10.1108/imds-05-2021-0338.

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PurposeFlow, or total concentration with intrinsic enjoyment, has been recognized as being able to enhance online gamer loyalty. However, some gamers who experience flow do not exhibit strong loyalty, posing the vital research question asking for whom flow would not enhance loyalty. Limited knowledge on this issue may lead game providers to assume that flow is influential in strengthening loyalty among all gamers, thus leading to suboptimal resource allocation and reduced effectiveness in retaining gamers. The purpose of the paper is to examine how gaming experience and gaming intensity moderate the impact of flow on online gamer loyalty.Design/methodology/approachIn the paper, the hypotheses were tested using responses from 273 gamers.FindingsThe findings show that flow and gaming experience positively impact gamer loyalty. Gaming experience reduces the positive relationship between flow and gamer loyalty. However, gaming intensity does not reduce.Practical implicationsGame providers should focus on creating a flow experience to strengthen the loyalty of gamers with short-gaming experience. However, game providers should devise other means to strengthen loyalty among gamers with long-gaming experience.Originality/valueThe study challenged the assumption of flow theory, i.e. that flow always determines loyalty. Instead, the paper offers a moderator – gaming experience – which sets a boundary condition for this theory. Flow works well only among gamers with relatively short-gaming experience. The study also extended the literature on gaming experience by uniquely indicating its attenuating effect on the relation between flow and loyalty.
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Murdaca, Anna Maria, and Oliva Patrizia. "Dysfunctional Use of Online Gaming and Socio-Emotional Adaptation at School." International Journal of Digital Literacy and Digital Competence 9, no. 1 (January 2018): 32–41. http://dx.doi.org/10.4018/ijdldc.2018010103.

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Although online gaming can have many advantages, there are still many young people that tend to be excessively addicted to these online technologies, with a negative impact on their emotional and social functioning. For this reason, the attempt to understand the factors related to online gaming dependence and those related to encouraging positive use is an essential area of health promotion and a priority in preventing serious problems in school context. The aim of the study was to analyze psychological factors (anxiety traits and motivation) related to online gaming and the relation between gaming behaviour and emotional and social functioning at school. 62 secondary school students were recruited for the study. The participants completed the TAD (Anxiety and Depression Test), S.E.D.S. (Social-Emotional Dimension Scale), SDQ (Strength and Difficulties Questionnaire) and The Internet Gaming Disorder Scale (IGD) and their time spent online gaming was recorded. The results showed that psychological factors are strongly related to online gaming time and, both seem to play a significant role in structuring gaming behavior abuse and maladaptive school habits.
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U. Bicholkar, Abhishek, Amit Dias, and Von Mascarenhas. "Prevalence of problematic online gaming among undergraduate medical students and its relation to well-being, self-esteem and depressive mood in Goa, India." International Journal Of Community Medicine And Public Health 6, no. 3 (February 22, 2019): 1133. http://dx.doi.org/10.18203/2394-6040.ijcmph20190598.

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Background: Online video games are one of the most popular recreational activities irrespective of age, gender and culture. Gaming disorder has been recently included in the 11th Revision of the international classification of diseases (ICD-11). Thus online video game addiction among people is a serious mental health issue and unfortunately, research on this addiction is still in its infancy. Thus the present study examines the prevalence of problematic online gaming among undergraduate medical students and its association with demographic variables, and health-related measures like well-being, self-esteem and depressive mood.Methods: The present cross-sectional study was conducted among the undergraduate students of Goa medical college using online survey method. Problematic online gaming was assessed using the problematic online gaming questionnaire short form (POGQ-SF). Additionally, well-being was assessed using the satisfaction with life scale (SWLS), self-esteem was assessed using Rosenberg’s self- esteem scale (RSES) and depressive mood was assessed using the patient health questionnaire (PHQ-9).Results: According to POGQ-SF, 8% of the study participants showed problematic online gaming. It was significantly associated with sex of the study participants, frequency of online gaming, duration of internet use per day and duration of a gaming session.Conclusions: Playing online games is a widespread activity among undergraduate medical students and a substantial proportion of these students exhibit addictive behaviours with regards to online gaming. Further research in terms of longitudinal studies involving larger samples of general population is needed to throw light on causal relationship between problematic online gaming and related factors.
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Ko, Chih-Hung, Gin-Chung Liu, Sigmund Hsiao, Ju-Yu Yen, Ming-Jen Yang, Wei-Chen Lin, Cheng-Fang Yen, and Cheng-Sheng Chen. "Brain activities associated with gaming urge of online gaming addiction." Journal of Psychiatric Research 43, no. 7 (April 2009): 739–47. http://dx.doi.org/10.1016/j.jpsychires.2008.09.012.

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Miers, David. "THE RELATIONSHIP BETWEEN THE REGULATORY ENVIRONMENT GOVERNING COMMERCIAL GAMBLING AND THE SHAPE OF THE MARKET IN THE SUPPLY AND GAME PARAMETERS OF GAMING MACHINES." Journal of Gambling Business and Economics 7, no. 3 (December 9, 2013): 111–49. http://dx.doi.org/10.5750/jgbe.v7i3.820.

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This paper has three main purposes. The first sets the controls over the supply and the game parameters of gaming machines within the broader regulatory environment governing commercial gambling in Great Britain. This account notes the tensions that existed prior to the regime introduced by the Gambling Act 2005, but whose legacy continues to present both regulatory and commercial difficulties. Its second purpose is to indicate how these controls have shaped the gaming machine market and the debate around the ways in which the government could realise its policy of striking a balance between the interests of both operators and players. This paper does not address the regulation of online gambling; that is, ‘remote gambling’ by means of ‘remote communication’ (s. 4 of the Gambling Act 2005). Its third purpose is to provide a critical account of the regulatory regime governing the availability of gaming machines as the background against which the Responsible Gambling Trust’s other commissioned contextual papers may be read.The text falls into four sections:An overview of the regulation of machines under the Gaming Act 1968 and of the reasons underlying the structure of the new regimeA summary of the overall regulatory structure of the 2005 ActA descriptive account of the 2005 Act’s regulation of machinespreliminarycommon core definitional features of a ‘gaming machine’the categories of gaming machinesgaming machine licences and permitsconditions and standards for their use4.Some concluding comments on how these arrangements have shaped both the commercial availability of gaming machines and the debate about how the interests of operators and of players can be accommodated
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King, Daniel L., Paul H. Delfabbro, Joel Billieux, and Marc N. Potenza. "Problematic online gaming and the COVID-19 pandemic." Journal of Behavioral Addictions 9, no. 2 (June 2020): 184–86. http://dx.doi.org/10.1556/2006.2020.00016.

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AbstractStay-at-home mandates and quarantines related to the coronavirus (COVID-19) pandemic have led to greatly increased participation in online gaming. Initiatives such as #PlayApartTogether that promote gaming for socializing and stress reduction may achieve positive outcomes. Although gaming can be a healthy coping strategy for the majority, it can also pose risks to some vulnerable individuals. Protracted periods of social isolation and technology-based activity pose the danger of solidifying unhealthy lifestyle patterns, leading to difficulties to readaptation when the COVID-19 crisis has passed. Balanced and effective approaches to gaming during the COVID-19 pandemic are needed to support physical and psychological wellbeing.
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Tripoli, Lori. "The Post-Unlawful Internet Gambling Enforcement Act Online-Gaming Surge?" Gaming Law Review 11, no. 1 (February 2007): 18–20. http://dx.doi.org/10.1089/glr.2006.11104.

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Zul Kamal, Nur Shazreen, and Saodah Wok. "THE IMPACT OF ONLINE GAMING ADDICTION ON MENTAL HEALTH AMONG IIUM STUDENTS." International Journal of Heritage, Art and Multimedia 3, no. 11 (December 1, 2020): 01–20. http://dx.doi.org/10.35631/ijham.311001.

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This study was designed to examine the impact of online gaming addiction on mental health among International Islamic University Malaysia (IIUM) students. The objectives of this study are to determine: (a) the exposure to online gaming, (b) the levels of online gaming addiction and mental health, and (c) the relationship between online gaming addiction and mental health, particularly depression, anxiety, and loneliness. This study employed a quantitative research design with the network sampling procedure applied as the sampling technique for data selection and an online survey questionnaire as the research instrument. A total of 210 respondents participated in this study, comprising both undergraduate and postgraduate students. The findings show that the most popular type of online game is PlayerUnknown’s Battlegrounds (PUBG), followed by Mobile Legend (ML), Call of Duty (CoD), Defense of the Ancients (DotA), and Free Fire. The levels of online gaming addiction and mental health among IIUM students were found to be significantly low. The relationships between online gaming addiction and mental health components, namely depression, anxiety, and loneliness, were found to be significant and positive. Based on the social cognitive theory tested, all the developed hypotheses were accepted. This study suggests that future research should examine the impact of online gaming addiction on academic performance and physical health. Besides, future research can investigate other theories such as agenda-setting theory, cultivation theory, dependency theory, and media effect theory.
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Santesteban-Echarri, Olga, Andreas Goreis, Johanna X. Kafka, Christian Scharinger, Jean Addington, Anna Felnhofer, Nilufar Mossaheb, Paul L. Plener, and Oswald D. Kothgassner. "T104. PSYCHOTIC-LIKE EXPERIENCES AND PROBLEMATIC GAMING BEHAVIOR IN ONLINE GAME FORUMS." Schizophrenia Bulletin 46, Supplement_1 (April 2020): S270. http://dx.doi.org/10.1093/schbul/sbaa029.664.

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Abstract Background Psychotic-like experiences (PLE) are reported in the general population, characterizing a non-clinical psychosis phenotype. Although those who report PLE have a higher probability of transitioning to psychosis, PLE are usually a transitory state, and most individuals will not transition to psychosis. However, PLE samples may experience symptoms such as social withdrawal, social anxiety, or social anhedonia. These symptoms may lead individuals with PLE to choose online gaming as a preferred means of social interaction. Objective This study aims to examine the relation between PLE and problematic online gaming. Methods An online questionnaire was posted in online game forums, on online fan-pages with German-speaking domains and in social media groups. Data from adolescents and young adults (14 to 30 years old; 55.4% males) from Austria and Germany (N=280) was analyzed. Measures: PLE were assessed with the Early Recognition Inventory based on the Interview for the Retrospective Assessment of the Onset of Schizophrenia (ERIraos); problematic gaming behavior was assessed with the Compulsive Internet Use Scale (CIUS) adapted for online gaming; social anxiety was assessed with the Mini-Social Phobia Inventory (Mini-SPIN); preference for online social interactions was assessed with the Preference for Online Social Interaction scale (POSI). Analyses: Problematic gaming behavior was divided into two groups based on the suggested cut-off point of ≥18 on the CIUS (i.e., ≥18 gaming disorder vs. ˂18 no gaming disorder). Multivariable logistic regression analyses were performed and adjusted for sex, age, gaming hours, POSI, and social anxiety. Results A total of 63 individuals reached the cutoff for a gaming disorder, while 217 did not reach the cutoff. The majority of subjects in the gaming disorder group were males, young adults (19–24 years old, M=23.1, SD=3.7), single, or had less than high school diploma. Individuals who experienced an increased amount of PLE had a higher probability of reaching the cut-off for a gaming disorder (AOR=1.35 [95% CI 1.19–1.53]). Males were three times as likely as females to have a gaming disorder. Discussion Results implicate a close relation between the phenomena of PLE and continued problematic gaming behavior.
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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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Toft-Nielsen, Claus. "Gaming Expertise." Nordicom Review 37, s1 (July 7, 2020): 71–83. http://dx.doi.org/10.1515/nor-2016-0024.

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AbstractThis article argues for an attempt to rethink what counts as gaming expertise. Often, expertise is configured as a fixed and measurable rather than relational capacity – having the necessary level of knowledge with a skill to become expert, or to rise above a particular and objectively defined level of competency. Drawing on interviews with women playing the massively multiplayer online gameMassively multiplayer online games are games capable of supporting large numbers of players interacting, competing and cooperating, as they simultaneously inhabit the persistent open world of the game space.World of Warcraft, the article argues for an understanding of gaming expertise as a relational, highly contextual capacity, operating and embedded in everyday situations. Through the lens of gaming expertise, the article teases out the complex ways in which gender, technology and identity intersect and are constructed and negotiated in different social contexts.
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Gong, Xiang, Christy M. K. Cheung, Kem Z. K. Zhang, Chongyang Chen, and Matthew K. O. Lee. "A Dual-Identity Perspective of Obsessive Online Social Gaming." Journal of the Association for Information Systems 22, no. 5 (2021): 1245–84. http://dx.doi.org/10.17705/1jais.00693.

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Obsessive online social gaming has become a worldwide societal challenge that deserves more scholarly investigation. However, this issue has not received much attention in the information systems (IS) research community. Guided by dual-system theory, we theoretically derive a typology of obsessive technology use and contextually adapt it to conceptualize obsessive online social gaming. We also build upon identity theory to develop a dual-identity perspective (i.e., IT identity and social identity) of obsessive online social gaming. We test our research model using a longitudinal survey of 627 online social game users. Our results demonstrate that the typology of obsessive technology use comprises four interrelated types: impulsive use, compulsive use, excessive use, and addictive use. IT identity positively affects the four obsessive online social gaming archetypes and fully mediates the effect of social identity on obsessive online social gaming. The results also show that IT identity is predicted by embeddedness, self-efficacy, and instant gratification, whereas social identity is determined by group similarity, group familiarity, and intragroup communication. Our study contributes to the IS literature by proposing a typology of obsessive technology use, incorporating identity theory to provide a contextualized explanation of obsessive online social gaming and offering implications for addressing the societal challenge.
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Strizek, Julian, Josefine Atzendorf, Ludwig Kraus, Karin Monshouwer, Alexandra Puhm, and Alfred Uhl. "Perceived problems with adolescent online gaming: National differences and correlations with substance use." Journal of Behavioral Addictions 9, no. 3 (October 12, 2020): 629–41. http://dx.doi.org/10.1556/2006.2020.00061.

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AbstractBackgroundNot much is known about the correlation between gaming problems and substance use across different countries. This paper presents cross-national analyses of different gaming indicators and their relationship to substance use.MethodsBased on data from the 2015 ESPAD study, differences in the relationship between gaming and substance use across 35 countries were analysed using multi-level logistic regression, using substance use as an individual level predictor, economic wealth as a country-level predictor and a combined problem gaming indicator as the outcome.ResultsMulti-level logistic regressions revealed significant correlations between individual substance use and gaming problems, which varied across countries and were moderated by economic wealth. Students who used alcohol, tobacco or cannabis and who lived in high-income countries had a smaller risk of scoring positively on a combined problem gaming indicator than students who used alcohol, tobacco or cannabis and who lived in less prosperous countries.DiscussionDifferent gaming indicators varied substantially across countries, with self-perceived gaming problems being more common in countries with a low prevalence of gaming. Significant cross-level effects demonstrate the need to take the societal context into account when the relationship between problem gaming and substance use is analysed. Prevention measures need to take the fact into account that patterns of substance use among problem gamers vary across countries.
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Hou, Chun-Yin, Ru Rutherford, Hsi Chang, Fong-Ching Chang, Liu Shumei, Chiung-Hui Chiu, Ping-Hung Chen, et al. "Children’s mobile-gaming preferences, online risks, and mental health." PLOS ONE 17, no. 12 (December 1, 2022): e0278290. http://dx.doi.org/10.1371/journal.pone.0278290.

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This study examined the relationships between children’s mobile gaming preferences, online risks, and mental health. Data were obtained from a sample of 2,702 third and fourth grade students from 16 elementary schools in Taiwan and 9 schools in China. A self-administered questionnaire was used. The mental state of the children who participated in the study was assessed using the Strengths and Difficulties Questionnaire (SDQ), while mobile gaming addiction was assessed using the short form of the Internet Gaming Disorders Scale (IGDS9-SF). The results showed that about 54% of children played mobile games with others (multi-player), while 31% played mobile games alone, and 15% did not play mobile games. Multiple logistic regression results indicated that behaviors such as participating in multi-player games, playing violent games, a poor parent-child relationship, and living in a rural area were associated with a greater risk of mobile gaming addiction. Involvement in multi-player games, playing violent games, mobile gaming addiction, and exposure to mobile violence/pornography were associated with greater risks of cyber aggression/victimization. Multiple regression results showed that being a multi-player, playing violent games, mobile gaming addiction, exposure to violence/pornography, exposure to cyber aggression/victimization, and having a poor parent-child relationship were associated with emotional and behavioral problems.
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Lambert Graham, Sage. "Impoliteness and the moral order in online gaming." (Im)politeness and Moral Order in Online Interactions 1, no. 2 (December 31, 2018): 303–28. http://dx.doi.org/10.1075/ip.00014.lam.

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Abstract In recent years, eSports, online gaming, and live computer game streaming have grown into a global, multi-million dollar industry. In the context of online gaming, however, there is a prevailing moral order (Kádár 2017) that allows and perhaps even encourages impoliteness against female gamers, positioning them as inferior, unwelcome, or peripheral. Drawing from a corpus of over 150 hours of live game streams and concurrent open-forum chat, this paper identifies rituals and tropes (such as spam and banter) that reinforce gendered practices as they relate to the moral order in the online gaming setting. It then explores strategies used by one female gamer to manipulate the expectations of the online gaming medium and its hegemonic notions of femininity. In this way, she can resist a moral order which positions her as disempowered, and thereby gain social capital within the community.
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Kelly, Joseph M. "U.S. Online Gaming Conference: States and Stakeholders in I-Gaming Regulation." Gaming Law Review and Economics 19, no. 4 (May 2015): 279–88. http://dx.doi.org/10.1089/glre.2015.1947.

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Kim, Jee Yeon, and Young Yim Doh. "Parental Mediation Strategies on Online Gaming." Journal of Korea Game Society 15, no. 3 (June 20, 2015): 63–78. http://dx.doi.org/10.7583/jkgs.2015.15.3.63.

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Semenov, N. S. "SOME ISSUES OF ONLINE GAMING SERVICES." Vestnik of the Kyrgyz-Russian Slavic University 21, no. 7 (2021): 116–23. http://dx.doi.org/10.36979/1694-500x-2021-21-7-116-123.

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Škařupová, Kateřina, and Lukas Blinka. "Interpersonal dependency and online gaming addiction." Journal of Behavioral Addictions 5, no. 1 (March 2016): 108–14. http://dx.doi.org/10.1556/2006.5.2016.002.

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Lisk, Timothy C., Ugur T. Kaplancali, and Ronald E. Riggio. "Leadership in Multiplayer Online Gaming Environments." Simulation & Gaming 43, no. 1 (January 19, 2011): 133–49. http://dx.doi.org/10.1177/1046878110391975.

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Hussain, Zaheer, and Mark D. Griffiths. "A Qualitative Analysis of Online Gaming." International Journal of Cyber Behavior, Psychology and Learning 4, no. 2 (April 2014): 41–57. http://dx.doi.org/10.4018/ijcbpl.2014040104.

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The popularity of Massively Multi-Player Online Role-Playing Games (MMORPGs) has risen dramatically over the last decade. Some gamers spend many hours a day in these virtual environments interacting with other gamers, completing quests, and forming social groups. The present study set out to explore the experiences and feelings of online gamers. The study comprised 71 interviews with online gamers (52 males and 19 females) from 11 different countries. Many themes emerged from the analyses of the interview transcripts including (i) engaging in social interaction, (ii) being part of a community, (iii) learning real-life skills, (iv) gaining in-game rewards, (v) playing never-ending games (vi) escaping from real life, (vii) playing longer than intended, and (viii) being obligated towards other gamers in-game. These findings specifically showed the many positives of online gaming (including the social interaction and the community aspects of belonging) as well as the in-game features within MMORPGs that in some cases can lead to excessive online gaming. The implications of these findings are discussed in relation to previous qualitative and quantitative research in the area.
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Burrill, Derek A. "Value Theory and Online Video Gaming." Advances in Journalism and Communication 02, no. 03 (2014): 93–100. http://dx.doi.org/10.4236/ajc.2014.23010.

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Cox, T. "Online and multiplayer gaming ? An overview." Virtual Reality 5, no. 4 (December 2000): 215–22. http://dx.doi.org/10.1007/bf01408520.

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Dasgupta, Dr Debastuti, and Soumyadeep Sarkar. "Privacy: A myth in online gaming?" International Journal of Advanced Mass Communication and Journalism 3, no. 2 (July 1, 2022): 38–47. http://dx.doi.org/10.22271/27084450.2022.v3.i2a.49.

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Stone, Bessie G., Kathy A. Mills, and Beth Saggers. "Multiplayer Games: Multimodal Features That Support Friendships of Students With Autism Spectrum Disorder." Australasian Journal of Special and Inclusive Education 43, no. 2 (August 1, 2019): 69–82. http://dx.doi.org/10.1017/jsi.2019.6.

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AbstractThere is an absence of research into online friendships and video gaming activities of students with autism spectrum disorder (ASD). In this article we describe how friendships of students with ASD were developed in an online multiplayer context using the popular sandbox game, Minecraft. Multimodal analysis of the data demonstrated that online multiplayer gaming supported students’ use of speech to engage in conversations about their friendships, and to share gaming experiences with their offline and online friends. Online gaming enabled students to visually gather information about their friends’ online status and activities, and to engage in the creative and adventurous use of virtual images and material representations with friends. Despite the benefits for friendships, students with ASD experienced difficulties in friendships in multimodal ways. Notably, students engaged in verbal disagreements about video gaming discourses, sought out activities associated with the themes of death and damage using written text, and tended to dominate shared creations of virtual images and their representation. The findings have implications to better support the friendships of students through inclusive literacy practices online.
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