Assessment |
Biopsychology |
Comparative |
Cognitive |
Developmental |
Language |
Individual differences |
Personality |
Philosophy |
Social |
Methods |
Statistics |
Clinical |
Educational |
Industrial |
Professional items |
World psychology |
Social psychology: Altruism · Attribution · Attitudes · Conformity · Discrimination · Groups · Interpersonal relations · Obedience · Prejudice · Norms · Perception · Index · Outline
A personal computer game (also known as a computer game or simply PC game) is a video game played on a personal computer, rather than on a video game console or arcade machine. Computer games have evolved from the simple graphics and gameplay of early titles like Spacewar!, to a wide range of more visually advanced titles.[1]
Computer games and game addiction is often the subject of criticism, focusing largely on the influence of objectionable and violent content and prolonged gameplay on minors.
See also[]
Aggression and video games
References[]
- Aarsand, P. A. (2007). Computer and Video Games in Family Life: The digital divide as a resource in intergenerational interactions: Childhood: A Global Journal of Child Research Vol 14(2) May 2007, 235-256.
- Abbey, B. G. (1993). The impact of computer instruction on the near transfer and far transfer of a general problem solving strategy: Dissertation Abstracts International.
- Abbott, M., Palmisano, B., & Dickerson, M. (1995). Video game playing, dependency and delinquency: A question of methodology? : Journal of Gambling Studies Vol 11(3) Fal 1995, 287-301.
- Abel-Cooper, T. B. (2001). The association between video game playing, religiosity, parental guidance and aggression, in sixth through eighth grade students attending Seventh-Day Adventist Schools. Dissertation Abstracts International Section A: Humanities and Social Sciences.
- Aidman, E. V. (2006). Measuring Aggression in a Computer Game Simulation. Hauppauge, NY: Nova Science Publishers.
- Alexandru, G., Michikazu, S., Shimako, H., Xiaoli, C., Hitomi, K., Takashi, Y., et al. (2006). Epidemiological aspects of self-reported sleep onset latency in Japanese junior high school children: Journal of Sleep Research Vol 15(3) Sep 2006, 266-275.
- Alkan, S., & Cagiltay, K. (2007). Studying computer game learning experience through eye tracking: British Journal of Educational Technology Vol 38(3) May 2007, 538-542.
- Allan, R. W. (1995). The matching game: Testing for the generality of the matching law: Behavior Research Methods, Instruments & Computers Vol 27(2) May 1995, 206-210.
- Amory, A. (2001). Building an educational adventure game: Theory, design, and lessons: Journal of Interactive Learning Research Vol 12(2-3) 2001, 249-263.
- Anand, V. (2007). A study of time management: The correlation between video game usage and academic performance markers: CyberPsychology & Behavior Vol 10(4) Aug 2007, 552-559.
- Anderson, C. A. (2002). Violent video games and aggressive thoughts, feelings, and behaviors. Westport, CT: Praeger Publishers/Greenwood Publishing Group.
- Anderson, C. A. (2004). An update on the effects of playing violent video games: Journal of Adolescence Vol 27(1) Feb 2004, 113-122.
- Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature: Psychological Science Vol 12(5) Sep 2001, 353-359.
- Anderson, C. A., Carnagey, N. L., Flanagan, M., Benjamin, A. J., Jr., Eubanks, J., & Valentine, J. C. (2004). Violent Video Games: Specific Effects of Violent Content on Aggressive Thoughts and Behavior. San Diego, CA: Elsevier Academic Press.
- Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life: Journal of Personality and Social Psychology Vol 78(4) Apr 2000, 772-790.
- Anderson, C. A., & Ford, C. M. (1986). Affect of the game player: Short-term effects of highly and mildly aggressive video games: Personality and Social Psychology Bulletin Vol 12(4) Dec 1986, 390-402.
- Anderson, C. A., Funk, J. B., & Griffiths, M. D. (2004). Contemporary issues in adolescent video game playing: brief overview and introduction to the special issue: Journal of Adolescence Vol 27(1) Feb 2004, 1-3.
- Anderson, C. A., Gentile, D. A., & Buckley, K. E. (2007). Violent video game effects on children and adolescents: Theory, research, and public policy. New York, NY: Oxford University Press.
- Anderson, C. A., & Morrow, M. (1995). Competitive aggression without interaction: Effects of competitive versus cooperative instructions on aggressive behavior in video games: Personality and Social Psychology Bulletin Vol 21(10) Oct 1995, 1020-1030.
- Anderson, C. A., & Murphy, C. R. (2003). Violent Video Games and Aggressive Behavior in Young Women: Aggressive Behavior Vol 29(5) 2003, 423-429.
- Anderson, D. R., Bryant, J., Murray, J. P., Rich, M., Rivkin, M. J., & Zillmann, D. (2006). Brain imaging--An introduction to a new approach to studying media processes and effects: Media Psychology Vol 8(1) 2006, 1-6.
- Andrews, G., & Murphy, K. (2006). Does video game playing improve executive functioning? Hauppauge, NY: Nova Science Publishers.
- Ang, C. S. (2006). Rules, gameplay, and narratives in video games: Simulation & Gaming Vol 37(3) Sep 2006, 306-325.
- Ang, C. S., Zaphiris, P., & Mahmood, S. (2007). A model of cognitive loads in massively multiplayer online role playing games: Interacting with Computers Vol 19(2) Mar 2007, 167-179.
- Anguiano Serrano, S. A., & Reynoso, L. (2000). Assessment of physiological responses in students under stress caused by a video game: Revista Mexicana de Analisis de la Conducta Vol 26(3) Dec 2000, 355-366.
- Antonietti, A., & Mellone, R. (2003). The difference between playing games with and without the computer: A preliminary view: Journal of Psychology: Interdisciplinary and Applied Vol 137(2) Mar 2003, 133-144.
- Antonietti, A., Rasi, C., & Underwood, J. (2002). Do video games enhance strategic thinking? : Ricerche di Psicologia Vol 25(1) 2002, 125-144.
- Arnold, M. R. (1997). An exploration of motives for video game use: Implications for the study of an interactive medium. Dissertation Abstracts International Section A: Humanities and Social Sciences.
- Arriaga, P., Esteves, F., Carneiro, P., & Monteiro, M. B. (2006). Violent Computer Games and Their Effects on State Hostility and Physiological Arousal: Aggressive Behavior Vol 32(4) Jul-Aug 2006, 358-371.
- Atkins, B. (2006). What Are We Really Looking at? The Future-Orientation of Video Game Play: Games and Culture: A Journal of Interactive Media Vol 1(2) Apr 2006, 127-140.
- Austin, L. H. (1989). The effects of playing video games with aggressive features: Dissertation Abstracts International.
- Axelsson, A.-S., & Regan, T. (2006). Playing Online. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Aymard, L. L. (2002). "Funny Face": Shareware for child counseling and play therapy: Journal of Technology in Human Services Vol 20(1-2) 2002, 11-29.
- Baba, D. M. (1993). Determinants of video game performance. Amsterdam, Netherlands: North-Holland/Elsevier Science Publishers.
- Bacchus, J. (2007). Cumulative use of multiplayer online first-person shooter video games and self-reported aggression: A correlational study. Dissertation Abstracts International: Section B: The Sciences and Engineering.
- Baccus, J. R., Baldwin, M. W., & Packer, D. J. (2004). Increasing Implicit Self-Esteem Through Classical Conditioning: Psychological Science Vol 15(7) Jul 2004, 498-502.
- Bacigalupa, C. (2005). The Use of Video Games by Kindergartners in a Family Child Care Setting: Early Childhood Education Journal Vol 33(1) Aug 2005, 25-30.
- Bainbridge, W. A., & Bainbridge, W. S. (2007). Creative Uses of Software Errors: Glitches and Cheats: Social Science Computer Review Vol 25(1) Feb 2007, 61-77.
- Baird, W. E., & Silvern, S. B. (1990). Electronic games: Children controlling the cognitive environment: Early Child Development and Care Vol 61 Aug 1990, 43-49.
- Baker, D., Prince, C., Shrestha, L., Oser, R., & et al. (1993). Aviation computer games for crew resource management training: International Journal of Aviation Psychology Vol 3(2) 1993, 143-156.
- Baldaro, B., Tuozzi, G., Codispoti, M., Montebarocci, O., Barbagli, F., Trombini, E., et al. (2004). Aggressive and non-violent videogames: Short-term psychological and cardiovascular effects on habitual players: Stress and Health: Journal of the International Society for the Investigation of Stress Vol 20(4) Oct 2004, 203-208.
- Ballard, M. E., Hamby, R. H., Panee, C. D., & Nivens, E. E. (2006). Repeated Exposure to Video Game Play Results in Decreased Blood Pressure Responding: Media Psychology Vol 8(4) 2006, 323-341.
- Ballard, M. E., & Lineberger, R. (1999). Video game violence and confederate gender: Effects on reward and punishment given by college males: Sex Roles Vol 41(7-8) Oct 1999, 541-558.
- Ballard, M. E., & West, J. R. (1996). Mortal Kombat (tm): The effects of violent videogame play on males' hostility and cardiovascular responding: Journal of Applied Social Psychology Vol 26(8) Apr 1996, 717-730.
- Baltra, A. (1990). Language learning through computer adventure games: Simulation & Gaming Vol 21(4) Dec 1990, 445-452.
- Barendregt, W., & Bekker, M. M. (2006). Developing a coding scheme for detecting usability and fun problems in computer games for young children: Behavior Research Methods Vol 38(3) Aug 2006, 382-389.
- Barendregt, W., Bekker, M. M., Bouwhuis, D. G., & Baauw, E. (2006). Identifying usability and fun problems in a computer game during first use and after some practice: International Journal of Human-Computer Studies Vol 64(9) Sep 2006, 830-846.
- Barker, J., Brinkman, L., & Deardorff, M. (1995). Computer intervention for adolescent children of divorce: Journal of Divorce & Remarriage Vol 23(3-4) 1995, 197-213.
- Barlett, C. P., Harris, R. J., & Baldassaro, R. (2007). Longer you play, the more hostile you feel: Examination of first person shooter video games and aggression during video game play: Aggressive Behavior Vol 33(6) Nov-Dec 2007, 486-497.
- Barnett, M. A., Vitaglione, G. D., Harper, K. K. G., Quackenbush, S. W., Steadman, L. A., & Valdez, B. S. (1997). Late adolescents' experiences with and attitudes toward videogames: Journal of Applied Social Psychology Vol 27(15) Aug 1997, 1316-1334.
- Bartholow, B. D., & Anderson, C. A. (2002). Effects of violent video games on aggressive behavior: Potential sex differences: Journal of Experimental Social Psychology Vol 38(3) May 2002, 283-290.
- Bartholow, B. D., Bushman, B. J., & Sestir, M. A. (2006). Chronic violent video game exposure and desensitization to violence: Behavioral and event-related brain potential data: Journal of Experimental Social Psychology Vol 42(4) Jul 2006, 532-539.
- Bartholow, B. D., Sestir, M. A., & Davis, E. B. (2005). Correlates and Consequences of Exposure to Video Game Violence: Hostile Personality, Empathy, and Aggressive Behavior: Personality and Social Psychology Bulletin Vol 31(11) Nov 2005, 1573-1586.
- Baxter, J., Tridgell, A., & Weaver, L. (2000). Learning to play chess using temporal differences: Machine Learning Vol 40(3) Sep 2000, 243-263.
- Beale, I. L., Kato, P. M., Marin-Bowling, V. M., Guthrie, N., & Cole, S. W. (2007). Improvement in cancer-related knowledge following use of a psychoeducational video game for adolescents and young adults with cancer: Journal of Adolescent Health Vol 41(3) Sep 2007, 263-270.
- Beasley, B., & Standley, T. C. (2002). Shirts vs. skins: Clothing as an indicator of gender role stereotyping in video games: Mass Communication and Society Vol 5(3) 2002, 279-293.
- Becker, K. (2007). Digital game-based learning once removed: Teaching teachers: British Journal of Educational Technology Vol 38(3) May 2007, 478-488.
- Belavino, I. G. (1993). Child's perception of computer and computer games: Voprosy Psychologii No 3 1993, 62-70.
- Belyaeva, A. V., Verenikina, I. M., & Uzykhanova, B. N. (1994). The effects of an educational telecommunications medium on the psychological development of children: Psikhologicheskiy Zhurnal Vol 15(4) Jul-Aug 1994, 33-38.
- Benedict, J. O. (1990). A course in the psychology of video and educational games: Teaching of Psychology Vol 17(3) Oct 1990, 206-208.
- Benford, S., Crabtree, A., Flintham, M., Drozd, A., Anastasi, R., Paxton, M., et al. (2006). Can You See Me Now? : ACM Transactions on Computer-Human Interaction Vol 13(1) Mar 2006, 100-133.
- Benne, M. R., & Baxter, K. K. (1998). An assessment of two computerized vocabulary games reveals that players improve as a result of review: Journal of Educational Computing Research Vol 18(3) 1998, 245-258.
- Bensley, L., & Van Eenwyk, J. (2001). Video games and real-life aggression: Review of the literature: Journal of Adolescent Health Vol 29(4) Oct 2001, 244-257.
- Berger, R. E. (1988). Psi effects without real-time feedback: Journal of Parapsychology Vol 52(1) Mar 1988, 1-27.
- Bertolini, R., & Nissim, S. (2002). Video games and children's imagination: Journal of Child Psychotherapy Vol 28(3) Dec 2002, 305-325.
- Bialystok, E. (2006). Effect of Bilingualism and Computer Video Game Experience on the Simon Task: Canadian Journal of Experimental Psychology/Revue canadienne de psychologie experimentale Vol 60(1) Mar 2006, 68-79.
- Bickham, D. S., Vandewater, E. A., Huston, A. C., Lee, J. H., Caplovitz, A. G., & Wright, J. C. (2003). Predictors of children's electronic media use: An examination of three ethnic groups: Media Psychology Vol 5(2) May 2003, 107-137.
- Biryukovich, A. A. (1991). Visual-motor reaction in 6-year-old children during computer games: Novye Issledovaniya v Psikhologii i Vozrastnoi Fiziologii Vol 5(1) 1991, 124-128.
- Bizer, G. Y. (2005). A Business-Game Demonstration for the Undergraduate Industrial/Organizational Course: Teaching of Psychology Vol 32(3) Sum 2005, 187-189.
- Bliss, J., Kennedy, R. S., Turnage, J. J., & Dunlap, W. P. (1991). Communality of videogame performances with tracking tasks: Perceptual and Motor Skills Vol 73(1) Aug 1991, 23-30.
- Blomqvist, M., Vanttinen, T., & Luhtanen, P. (2005). Assessment of secondary school students' decision-making and game-play ability in soccer: Physical Education & Sport Pedagogy Vol 10(2) Jun 2005, 107-119.
- Blumberg, F. C. (1998). Developmental differences at play: Children's selective attention and performance in video games: Journal of Applied Developmental Psychology Vol 19(4) Oct-Dec 1998, 615-624.
- Blumberg, F. C., Hollander, B., & Genovese, J. I. (2001). Goals, attention, and video game performance among gifted children: Gifted Child Quarterly Vol 45(3) Sum 2001, 216-222.
- Blumberg, F. C., & Sokol, L. M. (2004). Boys' and girls' use of cognitive strategy when learning to play video games: Journal of General Psychology Vol 131(2) Apr 2004, 151-158.
- Bogost, I. (2006). Comparative Video Game Criticism: Games and Culture: A Journal of Interactive Media Vol 1(1) Jan 2006, 41-46.
- Bonanno, P., & Kommers, P. A. M. (2005). Gender Differences and Styles in the Use of Digital Games: Educational Psychology Vol 25(1) Feb 2005, 13-41.
- Bone, J. K. (2004). Understanding mothers' monitoring of late latency and early adolescent sons' video game playing: Based on object relations, locus of control, family rules, and attitudinal perspectives. Dissertation Abstracts International: Section B: The Sciences and Engineering.
- Boot, W. R. (2007). The effects of video game playing on perceptual and cognitive abilities. Dissertation Abstracts International: Section B: The Sciences and Engineering.
- Boron, J., & Zyss, T. (1996). The world of computer games: II. A demographic study on the prevalence of computer players among secondary school pupils: Psychiatria Polska Vol 30(2) Mar-Apr 1996, 267-279.
- Bos, N. D., Shami, N. S., & Naab, S. (2006). A globalization simulation to teach corporate social responsibility: Design features and analysis of student reasoning: Simulation & Gaming Vol 37(1) Mar 2006, 56-72.
- Bosworth, K. (1994). Computer games and simulations as tools to reach and engage adolescents in health promotion activities: Computers in Human Services Vol 11(1-2) 1994, 109-119.
- Boye, J., Gustafson, J., & Wiren, M. (2006). Robust spoken language understanding in a computer game: Speech Communication Vol 48(3-4) Mar-Apr 2006, 335-353.
- Braun, C. M., & Giroux, J. (1989). Arcade video games: Proxemic, cognitive and content analyses: Journal of Leisure Research Vol 21(2) 1989, 92-105.
- Braun, C. M., Goupil, G., Giroux, J., & Chagnon, Y. (1986). Adolescents and microcomputers: Sex differences, proxemics, task and stimulus variables: Journal of Psychology: Interdisciplinary and Applied Vol 120(6) Nov 1986, 529-542.
- Breen, C. G., & Haring, T. G. (1991). Effects of contextual competence on social initiations: Journal of Applied Behavior Analysis Vol 24(2) Sum 1991, 337-347.
- Brenick, A., Henning, A., Killen, M., O'Connor, A., & Collins, M. (2007). Social evaluations of stereotypic images in video games: Unfair, legitimate, or "just entertainment"? : Youth & Society Vol 38(4) Jun 2007, 395-419.
- Brezinka, V. (2007). Treasure Hunt--a psychotherapeutic game to support cognitive-behavioural treatment of children: Verhaltenstherapie Vol 17(3) Sep 2007, 191-194.
- Brookey, R. A., & Booth, P. (2006). Restricted Play: Synergy and the Limits of Interactivity in The Lord of the Rings: The Return of the King Video Game: Games and Culture: A Journal of Interactive Media Vol 1(3) Jul 2006, 214-230.
- Brooks, M. C. (2000). Press start: Exploring the effects of violent video games on boys. Dissertation Abstracts International: Section B: The Sciences and Engineering.
- Broughton, R. S., & Perlstrom, J. R. (1986). PK experiments with a competitive computer game: Journal of Parapsychology Vol 50(3) Sep 1986, 193-211.
- Brown, R. M., Brown, N. L., Delong, D., & Reid, K. (1995). Stimulus-response compatibility and videogame performance: Perceptual and Motor Skills Vol 80(2) Apr 1995, 691-698.
- Brown, R. M., Brown, N. L., & Reid, K. (1992). Evidence for a player's position advantage in a videogame: Perceptual and Motor Skills Vol 74(2) Apr 1992, 547-554.
- Brown, R. M., Hall, L. R., Holtzer, R., Brown, S. L., & Brown, N. L. (1997). Gender and video game performance: Sex Roles Vol 36(11-12) Jun 1997, 793-812.
- Bruckman, A. (2000). Situated support for learning: Storm's weekend with Rachael: Journal of the Learning Sciences Vol 9(3) 2000, 329-372.
- Brunner, C., Bennett, D., & Honey, M. (1998). Girl games and technological desire. Cambridge, MA: The MIT Press.
- Brusa, J. A. (1988). Effects of video game playing on children's social behavior: Dissertation Abstracts International.
- Bryant, J., & Davies, J. (2006). Selective Exposure to Video Games. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Buchanan, K. (2007). Beyond attention-getters: Designing for deep engagement. Dissertation Abstracts International Section A: Humanities and Social Sciences.
- Buckley, K. E., & Anderson, C. A. (2006). A Theoretical Model of the Effects and Consequences of Playing Video Games. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Burgos, D., Tattersall, C., & Koper, R. (2007). Re-purposing existing generic games and simulations for e-learning: Computers in Human Behavior Vol 23(6) Nov 2007, 2656-2667.
- Bushman, B. J., & Anderson, C. A. (2002). Violent video games and hostile expectations: A test of the general aggression model: Personality and Social Psychology Bulletin Vol 28(12) Dec 2002, 1679-1686.
- Cadin, L., & Guerin, F. (2006). Guest Editorial: European Management Journal Vol 24(4) Aug 2006, 247.
- Cadin, L., & Guerin, F. (2006). What Can We Learn from the Video Games Industry? : European Management Journal Vol 24(4) Aug 2006, 248-255.
- Cadin, L., Guerin, F., & Defillippi, R. (2006). HRM Practices in the Video Game Industry: Industry or Country Contingent? : European Management Journal Vol 24(4) Aug 2006, 288-298.
- Cadin, L., Guerin, F., & Piret, R. (2006). Conclusion: European Management Journal Vol 24(4) Aug 2006, 310-313.
- Cahill, J. M. (1994). Health Works: Interactive AIDS education videogames: Computers in Human Services Vol 11(1-2) 1994, 159-176.
- Calvert, S. L., & Tan, S.-L. (1994). Impact of virtual reality on young adults' physiological arousal and aggressive thoughts: Interaction versus observation: Journal of Applied Developmental Psychology Vol 15(1) Jan-Mar 1994, 125-139.
- Calvert, S. L., & Tan, S.-L. (1996). Impact of virtual reality on young adults' physiological arousal and aggressive thoughts: Interaction versus observation. Westport, CT: Ablex Publishing.
- Camaioni, L., Ercolani, A. P., Perrucchini, P., & Greenfield, P. M. (1990). Video games and cognitive ability: The transfer hypothesis: Giornale Italiano di Psicologia Vol 17(2) Jun 1990, 331-348.
- Campbell, F., & Lester, D. (1999). The impact of gambling opportunities on compulsive gambling: Journal of Social Psychology Vol 139(1) Feb 1999, 126-127.
- Carnagey, N. L. (2007). Is it competitiveness or violent content? the effects of violent sports video games on aggression. Dissertation Abstracts International: Section B: The Sciences and Engineering.
- Carnagey, N. L., & Anderson, C. A. (2004). Violent video game exposure and aggression: A literature review: Minerva Psichiatrica Vol 45(1) Mar 2004, 1-18.
- Carnagey, N. L., Anderson, C. A., & Bushman, B. J. (2007). The effect of video game violence on physiological desensitization to real-life violence: Journal of Experimental Social Psychology Vol 43(3) May 2007, 489-496.
- Carnagey, N. L., Anderson, C. A., & Bushman, B. J. (2007). Erratum to The effect of video game violence on physiological desensitization to real-life violence: Journal of Experimental Social Psychology Vol 43(4) Jul 2007, 684.
- Carr, D. (2005). Contexts, gaming pleasures, and gendered preferences: Simulation & Gaming Vol 36(4) Dec 2005, 464-482.
- Carr, D. (2007). Computer games in classrooms and the question of 'cultural baggage.' British Journal of Educational Technology Vol 38(3) May 2007, 526-528.
- Carroll, D., Turner, J. R., & Rogers, S. (1987). Heart rate and oxygen consumption during mental arithmetic, a video game, and graded static exercise: Psychophysiology Vol 24(1) Jan 1987, 112-118.
- Case, D. A. (1995). On trekking to operant frontiers: Behavior Research Methods, Instruments & Computers Vol 27(2) May 1995, 211-216.
- Cassell, J. (1998). Storytelling as a nexus of change in the relationship between gender and technology: A feminist approach to software design. Cambridge, MA: The MIT Press.
- Cassell, J., & Jenkins, H. (1998). From Barbie to Mortal Kombat: Gender and computer games. Cambridge, MA: The MIT Press.
- Cassity, H. D., Henley, T. B., & Markley, R. P. (2007). The Mozart Effect: Muscial Phenomenon or Muscial Preference? A More Ecologically Valid Reconsideration: Journal of Instructional Psychology Vol 34(1) Mar 2007, 13-17.
- Cassity, H. D., Henley, T. B., & Markley, R. P. (2007). The Mozart effect: Musical phenomenon or musical preference? A more ecologically valid reconsideration: Journal of Instructional Psychology Vol 34(1) Mar 2007, 13-17.
- Castel, A. D., Pratt, J., & Drummond, E. (2005). The effects of action video game experience on the time course of inhibition of return and the efficiency of visual search: Acta Psychologica Vol 119(2) Jun 2005, 217-230.
- Castronova, E. (2005). Synthetic worlds: The business and culture of online games. Chicago, IL: University of Chicago Press.
- Castronova, E. (2006). On the Research Value of Large Games: Natural Experiments in Norrath and Camelot: Games and Culture: A Journal of Interactive Media Vol 1(2) Apr 2006, 163-186.
- Chainova, L. D., & Gorvits, Y. M. (1994). Computers for children: Psychological problems of security and comfort: Psikhologicheskiy Zhurnal Vol 15(4) Jul-Aug 1994, 63-73.
- Chambers, J. H., & Ascione, F. R. (1987). The effects of prosocial and aggressive videogames on children's donating and helping: Journal of Genetic Psychology Vol 148(4) Dec 1987, 499-505.
- Chan, E., & Vorderer, P. (2006). Massively Multiplayer Online Games. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Chapelier, J. B. (2004). "Adolescence video games. Potential groups, real groups and fantasy of "auto-engendrement" (self begeting?)": Neuropsychiatrie de l'Enfance et de l'Adolescence Vol 52(4) Jun 2004, 253-258.
- Chappell, K. K., & Taylor, C. S. (1997). Evidence for the reliability and factorial validity of the Computer Game Attitude Scale: Journal of Educational Computing Research Vol 17(1) 1997, 67-77.
- Charlton, J. P., & Danforth, I. D. W. (2007). Distinguishing addiction and high engagement in the context of online game playing: Computers in Human Behavior Vol 23(3) May 2007, 1531-1548.
- Chen, D.-T., & Chai, C. S. (2002). An evaluation of the learnability of the Justice Bao button-less interface: Journal of Educational Multimedia and Hypermedia Vol 11(4) 2002, 387-402.
- Cheng, K., & Spetch, M. L. (2002). Spatial generalization and peak shift in humans: Learning and Motivation Vol 33(3) Aug 2002, 358-389.
- Cherney, I. D., & London, K. (2006). Gender-linked differences in the toys, television shows, computer games, and outdoor activities of 5- to 13-year-old children: Sex Roles Vol 54(9-10) May 2006, 717-726.
- Chesney, T., & Lawson, S. (2007). The illusion of love: Does virtual pet provide the same companionship as a real one? : Interaction Studies: Social Behaviour and Communication in Biological and Artificial Systems Vol 8(2) 2007, 337-342.
- Chiou, W.-B., & Wan, C.-S. (2007). Using cognitive dissonance to induce adolescents' escaping from the claw of online gaming: The roles of personal responsibility and justification of cost: CyberPsychology & Behavior Vol 10(5) Oct 2007, 663-670.
- Chiu, S.-I., Lee, J.-Z., & Huang, D.-H. (2004). Video Game Addiction in Children and Teenagers in Taiwan: CyberPsychology & Behavior Vol 7(5) Oct 2004, 571-581.
- Choi, D., & Kim, J. (2004). Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents: CyberPsychology & Behavior Vol 7(1) Jan 2004, 11-24.
- Choi, H. P., & Kwak, K. (1996). The types and evaluative dimensions of video games: Korean Journal of Developmental Psychology Vol 9(2) 1996, 91-105.
- Chou, C., & Tsai, M.-J. (2007). Gender differences in Taiwan high school students' computer game playing: Computers in Human Behavior Vol 23(1) Jan 2007, 812-824.
- Chuang, Y.-C. (2006). Massively Multiplayer Online Role-Playing Game-Induced Seizures: A Neglected Health Problem in Internet Addiction: CyberPsychology & Behavior Vol 9(4) Aug 2006, 451-456.
- Chumbley, J., & Griffiths, M. (2006). Affect and the Computer Game Player: The Effect of Gender, Personality, and Game Reinforcement Structure on Affective Responses to Computer Game-Play: CyberPsychology & Behavior Vol 9(3) Jun 2006, 308-316.
- Cicchirillo, V., & Chory-Assad, R. M. (2005). Effects of Affective Orientation and Video Game Play on Aggressive Thoughts and Behaviors: Journal of Broadcasting & Electronic Media Vol 49(4) Dec 2005, 435-449.
- Clark, J. E., Lanphear, A. K., & Riddick, C. C. (1987). The effects of videogame playing on the response selection processing of elderly adults: Journal of Gerontology Vol 42(1) Jan 1987, 82-85.
- Clarke, B., & Schoech, D. (1994). A computer-assisted therapeutic game for adolescents: Initial development and comments: Computers in Human Services Vol 11(1-2) 1994, 121-140.
- Clearwater, D. A. (2007). Full spectrum propaganda: The united states military, video games, and the genre of the military-themed shooter. Dissertation Abstracts International Section A: Humanities and Social Sciences.
- Cloutier, M., Ladouceur, R., & Sevigny, S. (2006). Responsible Gambling Tools: Pop-Up Messages and Pauses on Video Lottery Terminals: Journal of Psychology: Interdisciplinary and Applied Vol 140(5) Sep 2006, 434-438.
- Cohendet, P., & Simon, L. (2007). Playing across the playground: Paradoxes of knowledge creation in the videogame firm: Journal of Organizational Behavior Vol 28(5) Jul 2007, 587-605.
- Cohn, L. B. (1996). Violent video games: Aggression, arousal, and desensitization in young adolescent boys. Dissertation Abstracts International: Section B: The Sciences and Engineering.
- Coles, C. D., Strickland, D. C., Padgett, L., & Bellmoff, L. (2007). Games that "work": Using computer games to teach alcohol-affected children about fire and street safety: Research in Developmental Disabilities Vol 28(5) Oct 2007, 518-530.
- Colwell, J. (2007). Needs met through computer game play among adolescents: Personality and Individual Differences Vol 43(8) Dec 2007, 2072-2082.
- Colwell, J., Grady, C., & Rhaiti, S. (1995). Computer games, self-esteem and gratification of needs in adolescents: Journal of Community & Applied Social Psychology Vol 5(3) Aug 1995, 195-206.
- Colwell, J., & Kato, M. (2003). Investigation of the relationship between social isolation, self-esteem, aggression and computer game play in Japanese adolescents: Asian Journal of Social Psychology Vol 6(2) Aug 2003, 149-158.
- Colwell, J., & Kato, M. (2005). Video game play in British and Japanese adolescents: Simulation & Gaming Vol 36(4) Dec 2005, 518-530.
- Colwell, J., & Payne, J. (2000). Negative correlates of computer game play in adolescents: British Journal of Psychology Vol 91(3) Aug 2000, 295-310.
- Connolly, T. M., Stansfield, M., & Hainey, T. (2007). An application of games-based learning within software engineering: British Journal of Educational Technology Vol 38(3) May 2007, 416-428.
- Cooper, E. K. (2006). Video Games: A Different Perspective: PsycCRITIQUES Vol 51 (42), 2006.
- Corrington, K. A. (1997). Changing cognitive demands in complex skill acquisition. Dissertation Abstracts International Section A: Humanities and Social Sciences.
- Cowan, L. (1994). OPTEXT adventure game: Software development in practice: A case history: Computers in Human Services Vol 11(1-2) 1994, 101-108.
- Craig, E. M. (1987). Expert and novice problem solving in a complex computer game: Dissertation Abstracts International.
- Crawford, G. (2006). The cult of Champ Man: The culture and pleasures of Championship Manager/Football Manager gamers: Information, Communication & Society Vol 9(4) 2006, 496-514.
- Crisafulli, L., & Antonietti, A. (1993). Videogames and transfer: An experiment on analogical problem solving: Ricerche di Psicologia Vol 17(2) 1993, 51-63.
- Crogan, P. (2006). The Question of Computer Games: Games and Culture: A Journal of Interactive Media Vol 1(1) Jan 2006, 72-77.
- Crookall, D. (2005). Video games: Issues in research and learning, Part 1: Simulation & Gaming Vol 36(4) Dec 2005, 437-439.
- Curtis, P. (1996). Communication via MUD: Social phenomena of virtual reality based on text: Sistemi Intelligenti Vol 8(2) Aug 1996, 229-253.
- de Castell, S., & Bryson, M. (1998). Retooling play: Dystopia, dysphoria, and difference. Cambridge, MA: The MIT Press.
- de Freitas, S., & Oliver, M. (2006). How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? : Computers & Education Vol 46(3) Apr 2006, 249-264.
- De Lisi, R., & Cammarano, D. M. (1996). Computer experience and gender differences in undergraduate mental rotation performance: Computers in Human Behavior Vol 12(3) Fal 1996, 351-361.
- De Lisi, R., & Wolford, J. L. (2002). Improving children's mental rotation accuracy with computer game playing: Journal of Genetic Psychology Vol 163(3) Sep 2002, 272-282.
- De Souza e Silva, A., & Delacruz, G. C. (2006). Hybrid Reality Games Reframed: Potential Uses in Educational Contexts: Games and Culture: A Journal of Interactive Media Vol 1(3) Jul 2006, 231-251.
- Del Miglio, C., Couyoumdjian, A., & Patrizi, M. (2005). Behavioural dependences in adolescents: Video-games and gambling: Psicologia Clinica dello Sviluppo Vol 9(2) Aug 2005, 231-248.
- Delamere, F. M. (2005). "It's just really fun to play'! a constructionist perspective on violence and gender representations in violent video games. Dissertation Abstracts International Section A: Humanities and Social Sciences.
- Demiris, Y. (2007). Prediction of intent in robotics and multi-agent systems: Cognitive Processing Vol 8(3) Sep 2007, 151-158.
- Dempsey, J. V., Haynes, L. L., Lucassen, B. A., & Casey, M. S. (2002). Forty simple computer games and what they could mean to educators: Simulation & Gaming Vol 33(2) Jun 2002, 157-168.
- Dempsey, J. V., & Johnson, R. B. (1998). The development of an ARCS Gaming Scale: Journal of Instructional Psychology Vol 25(4) Dec 1998, 215-221.
- Denot-Ledunois, S., Vardon, G., Perruchet, P., & Gallego, J. (1998). The effect of attentional load on the breathing pattern in children: International Journal of Psychophysiology Vol 29(1) Jun 1998, 13-21.
- Deselms, J. L., & Altman, J. D. (2003). Immediate and Prolonged Effects of Videogame Violence: Journal of Applied Social Psychology Vol 33(8) Aug 2003, 1553-1563.
- Devetag, G., & Warglien, M. (2003). Cognitive bottlenecks in strategic reasoning: Sistemi Intelligenti Vol 15(1) Apr 2003, 45-52.
- Dewdney, A. K. (1987). The game Life acquires some successors in three dimensions: Scientific American Vol 256(2) Feb 1987, 16-24.
- Dickey, M. D. (2005). Engaging By Design: How Engagement Strategies in Popular Computer and Video Games Can Inform Instructional Design: Educational Technology Research and Development Vol 53(2) 2005, 67-83.
- Dickey, M. D. (2006). Game Design Narrative for Learning: Appropriating Adventure Game Design Narrative Devices and Techniques for the Design of Interactive Learning Environments: Educational Technology Research and Development Vol 54(3) Jun 2006, 245-263.
- Dickey, M. D. (2006). Girl gamers: The controversy of girl games and the relevance of female-oriented game design for instructional design: British Journal of Educational Technology Vol 37(5) Sep 2006, 785-793.
- Dietz, T. L. (1998). An examination of violence and gender role portrayals in video games: Implications for gender socialization and aggressive behavior: Sex Roles Vol 38(5-6) Mar 1998, 425-442.
- Dill, K. E. (1999). Violent video game and trait aggression effects on aggressive behavior, thoughts, and feelings, delinquency, and world. Dissertation Abstracts International: Section B: The Sciences and Engineering.
- Dill, K. E., & Dill, J. C. (1998). Video game violence: A review of the empirical literature: Aggression and Violent Behavior Vol 3(4) Win 1998, 407-428.
- Dill, K. E., Gentile, D. A., Richter, W. A., & Dill, J. C. (2005). Violence, Sex, Race, and Age in Popular Video Games: A Content Analysis. Washington, DC: American Psychological Association.
- Din, F. S., & Calao, J. (2001). The effects of playing educational video games on kindergarten achievement: Child Study Journal Vol 31(2) 2001, 95-102.
- Dipietro, M., Ferdig, R. E., Boyer, J., & Black, E. W. (2007). Towards a framework for understanding electronic educational gaming: Journal of Educational Multimedia and Hypermedia Vol 16(3) 2007, 225-248.
- Dixon, M. R., & Schreiber, J. B. (2002). Utilizing a computerized video poker simulation for the collection of data on gambling behavior: Psychological Record Vol 52(4) Fal 2002, 417-428.
- Doherty, E., Bloor, C., & Cockton, G. (1999). The "Cyberlink" brain-body interface as an assistive technology for persons with traumatic brain injury: Longitudinal results from a group of case studies: CyberPsychology & Behavior Vol 2(3) Jun 1999, 249-259.
- Doll, J., & Mentz, M. (1992). The role of action-orientation for playing a speed-oriented and a problem-oriented video game: Zeitschrift fur Differentielle und Diagnostische Psychologie Vol 13(2) 1992, 117-125.
- Donchin, E. (1989). The Learning Strategies project: Introductory remarks: Acta Psychologica Vol 71(1-3) Aug 1989, 1-15.
- Donchin, E. (1995). Video games as research tools: The Space Fortress game: Behavior Research Methods, Instruments & Computers Vol 27(2) May 1995, 217-223.
- Doolittle, J. H. (1995). Using riddles and interactive computer games to teach problem-solving skills: Teaching of Psychology Vol 22(1) Feb 1995, 33-36.
- Dormann, C., & Biddle, R. (2006). Humour in game-based learning: Learning, Media & Technology Vol 31(4) Dec 2006, 411-424.
- Dreyfous, R. H. (1995). Cognitive and affective variables involved in recreational computer-generated games. Dissertation Abstracts International Section A: Humanities and Social Sciences.
- Dubenitz, J. (2005). The physical and emotional experience of violence in video games. Dissertation Abstracts International: Section B: The Sciences and Engineering.
- Ducheneaut, N., Yee, N., Nickell, E., & Moore, R. J. (2006). Building an MMO With Mass Appeal: A Look at Gameplay in World of Warcraft: Games and Culture: A Journal of Interactive Media Vol 1(4) 2006, 281-317.
- Dumont, M., & Ladouceur, R. (1990). Evaluation of motivation among video-poker players: Psychological Reports Vol 66(1) Feb 1990, 95-98.
- Dunlop, J. C. (2007). The U.S. Video game industry: Analyzing representation of gender and race: International Journal of Technology and Human Interaction (IJTHI) Vol 3(2) 2007, 96-109.
- Durkin, K. (2006). Game Playing and Adolescents' Development. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Durkin, K., & Barber, B. (2002). Not so doomed: Computer game play and positive adolescent development: Journal of Applied Developmental Psychology Vol 23(4) Nov-Dec 2002, 373-392.
- Dustman, R. E., Emmerson, R. Y., Steinhaus, L. A., Shearer, D. E., & et al. (1992). The effects of videogame playing on neuropsychological performance of elderly individuals: Journals of Gerontology Vol 47(3) May 1992, P168-P171.
- Eastin, M. S. (2006). Video Game Violence and the Female Game Player: Self- and Opponent Gender Effects on Presence and Aggressive Thoughts: Human Communication Research Vol 32(3) Jul 2006, 351-372.
- Eastin, M. S. (2007). The influence of competitive and cooperative group game play on state hostility: Human Communication Research Vol 33(4) Oct 2007, 450-466.
- Eastin, M. S., & Griffiths, R. P. (2006). Beyond the Shooter Game: Examining Presence and Hostile Outcomes Among Male Game Players: Communication Research Vol 33(6) Dec 2006, 448-466.
- Ebner, M., & Holzinger, A. (2007). Successful implementation of user-centered game based learning in higher education: An example from civil engineering: Computers & Education Vol 49(3) Nov 2007, 873-890.
- Edwards, L., Ring, C., France, C. R., al'Absi, M., McIntyre, D., Carroll, D., et al. (2007). Nociceptive flexion reflex thresholds and pain during rest and computer game play in patients with hypertension and individuals at risk for hypertension: Biological Psychology Vol 76(1-2) Sep 2007, 72-82.
- Egenfeldt-Nielsen, S. (2007). Third generation educational use of computer games: Journal of Educational Multimedia and Hypermedia Vol 16(3) 2007, 263-281.
- Eggermont, S., & Van den Bulck, J. (2006). Nodding off or switching off? The use of popular media as a sleep aid in secondary-school children: Journal of Paediatrics and Child Health Vol 42(7-8) Jul 2006, 428-433.
- Ellery, M., Stewart, S. H., & Loba, P. (2005). Alcohol's Effects on Video Lottery Terminal (VLT) Play Among Probable Pathological and Non-Pathological Gamblers: Journal of Gambling Studies Vol 21(3) Sep 2005, 299-324.
- Embi, Z. C., & Hussain, H. (2005). Analysis of Local and Foreign Edutainment Products - An Effort to Implement the Design Framework for an Edutainment Environment in Malaysia: Journal of Computers in Mathematics and Science Teaching Vol 24(1) 2005, 27-42.
- Emes, C. E. (1997). Is Mr Pac Man eating our children? A review of the effect of video games on children: The Canadian Journal of Psychiatry / La Revue canadienne de psychiatrie Vol 42(4) May 1997, 409-414.
- Epstein, L. H., Beecher, M. D., Graf, J. L., & Roemmich, J. N. (2007). Choice of interactive dance and bicycle games in overweight and nonoverweight youth: Annals of Behavioral Medicine Vol 33(2) Apr 2007, 124-131.
- Escobar, E. M. (2003). Implicit Learning of Some Subordinate Rules Underlying Morphosyntactic Elements of the Spanish Written Language by Means of a Visual Presentation Modality Through the Use of a Videogame: Psykhe: Revista de la Escuela de Psicologia Vol 12(2) Nov 2003, 111-120.
- Escobedo, T. H. (1992). Play in a new medium: Children's talk and graphics at computers: Play & Culture Vol 5(2) May 1992, 120-140.
- Estallo, J. A., Masferrer, M. C., & Aguirre, C. (2001). Long-term effects of the use of video games: Apuntes de Psicologia Vol 19(1) May 2001, 161-174.
- Estallo Marti, J. A. (1994). Video games, personality, and behavior: Psicothema Vol 6(2) July 1994, 181-190.
- Fabiani, M., Buckley, J., Gratton, G., Coles, M. G., & et al. (1989). The training of complex task performance: Acta Psychologica Vol 71(1-3) Aug 1989, 259-299.
- Fabricatore, C., Nussbaum, M., & Rosas, R. (2002). Playability in Action Videogames: A Qualitative Design Model: Human-Computer Interaction Vol 17(4) Dec 2002, 311-368.
- Fanning, E. (2006). Game mods: Customizable learning in a K16 setting: International Journal of Information and Communication Technology Education Vol 2(4) 2006, 15-23.
- Fantone, L. (2003). Final fantasies: Virtual women's bodies: Feminist Theory Vol 4(1) Apr 2003, 51-72.
- Farrace-Di Zinno, A. M., Douglas, G., Houghton, S., Lawrence, V., West, J., & Whiting, K. (2001). Body movements of boys with Attention Deficit Hyperactivity Disorder (ADHD) during computer video game play: British Journal of Educational Technology Vol 32(5) Nov 2001, 607-618.
- Farrar, K., & Kremar, M. (2006). Measuring state and trait aggression: A short, cautionary tale: Media Psychology Vol 8(2) 2006, 127-138.
- Farrar, K. M., Krcmar, M., & Nowak, K. L. (2006). Contextual Features of Violent Video Games, Mental Models, and Aggression: Journal of Communication Vol 56(2) Jun 2006, 387-405.
- Farrell, J. M. (1992). Effect of individual perceptions on goal setting antecedents and mechanisms: Dissertation Abstracts International.
- Farris, M., Bates, R., Resnick, H., & Stabler, N. (1994). Evaluation of computer games' impact upon cognitively impaired frail elderly: Computers in Human Services Vol 11(1-2) 1994, 219-228.
- Favelle, G. K. (1994). Therapeutic applications of commercially available computer software: Computers in Human Services Vol 11(1-2) 1994, 151-158.
- Feng, J., Spence, I., & Pratt, J. (2007). Playing an action video game reduces gender differences in spatial cognition: Psychological Science Vol 18(10) Oct 2007, 850-855.
- Feng, Y., Yan, X., Guo, X., Wang, C., Li, Z., & An, B. (2003). Behavior problem and family environment of children with video game dependence: Chinese Mental Health Journal Vol 17(6) Jun 2003, 367-368.
- Fenn, K. M. (2007). Waking up to the impact of sleep: Consolidation of generalized skill learning and declarative memory formation. Dissertation Abstracts International: Section B: The Sciences and Engineering.
- Ferdig, R. E. (2007). Learning and teaching with electronic games: Journal of Educational Multimedia and Hypermedia Vol 16(3) 2007, 217-223.
- Fery, Y.-A., & Ponserre, S. (2001). Enhancing the control of force in putting by video game training: Ergonomics Vol 44(12) Dec 2001, 1025-1037.
- Figner, B., & Voelki, N. (2004). Risky decision making in a computer card game: An information integration experiment: Polish Psychological Bulletin Vol 35(3) 2004, 135-139.
- Fischer, P., Kubitzki, J., Guter, S., & Frey, D. (2007). Virtual Driving and Risk Taking: Do Racing Games Increase Risk-Taking Cognitions, Affect, and Behaviors? : Journal of Experimental Psychology: Applied Vol 13(1) Mar 2007, 22-31.
- Fisher, S. (1994). Identifying video game addiction in children and adolescents: Addictive Behaviors Vol 19(5) Sep-Oct 1994, 545-553.
- Fisher, S. (1995). Adolescent slot machine dependency and delinquency: Questions on a question of methodology: Journal of Gambling Studies Vol 11(3) Fal 1995, 303-310.
- Fleming, M. J., & Rickwood, D. J. (2001). Effects of violent versus nonviolent video games on children's arousal, aggressive mood, and positive mood: Journal of Applied Social Psychology Vol 31(10) Oct 2001, 2047-2071.
- Fling, S., Smith, L., Rodriguez, T., Thornton, D., & et al. (1992). Videogames, aggression, and self-esteem: A survey: Social Behavior and Personality Vol 20(1) 1992, 39-45.
- Fomicheva, Y. V., Shmelev, A. G., & Burmistrov, I. V. (1991). Psychological correlates of enthusiasm for computer games: Vestnik Moskovskogo Universiteta - Seriya 14: Psikhologiya No 3 Jul-Sep 1991, 27-39.
- Fong, G. (2006). Adapting COTS games for military experimentation: Simulation & Gaming Vol 37(4) Dec 2006, 452-465.
- Fontana, L., & Beckerman, A. (2004). Childhood Violence Prevention Education Using Video Games: Information Technology in Childhood Education Annual Vol 16 2004, 49-62.
- Forman, G. E. (1987). Computer graphics as a medium for enhancing reflective thinking in young children. Hillsdale, NJ, England: Lawrence Erlbaum Associates, Inc.
- Foss, M. A., Fabiani, M., Mane, A. M., & Donchin, E. (1989). Unsupervised practice: The performance of the control group: Acta Psychologica Vol 71(1-3) Aug 1989, 23-51.
- Frederiksen, J. R., & White, B. Y. (1989). An approach to training based upon principled task decomposition: Acta Psychologica Vol 71(1-3) Aug 1989, 89-146.
- Frey, A., Hartig, J., Ketzel, A., Zinkernagel, A., & Moosbrugger, H. (2007). The use of virtual environments based on a modification of the computer game Quake III ArenaReg. in psychological experimenting: Computers in Human Behavior Vol 23(4) Jul 2007, 2026-2039.
- Friedrich-Cofer, L. K. (1985). Promises, Promises: PsycCRITIQUES Vol 30 (11), Nov, 1985.
- Frindte, W., & Obwexer, I. (2003). Video games and aggressive tendencies: Zeitschrift fur Medienpsychologie Vol 15(4) 2003, 140-148.
- Frojan Parga, M. X. (1999). The "Santiago Path": A computer game for the assessment and training of self-control: Clinica y Salud Vol 10(2) 1999, 193-209.
- Fulgham, L. M. (2003). Effects of videogame play in boys: An examination of adrenocortical activity and behavior. Dissertation Abstracts International: Section B: The Sciences and Engineering.
- Funk, J., Hagan, J., & Schimming, J. (1999). Children and electronic games: A comparison of parents' and children's perceptions of children's habits and preferences in a United States sample: Psychological Reports Vol 85(3, Pt 1) Dec 1999, 883-888.
- Funk, J. B. (1992). Video games: Benign or malignant? : Journal of Developmental & Behavioral Pediatrics Vol 13(1) Feb 1992, 53-54.
- Funk, J. B. (1993). Reevaluating the impact of video games: Clinical Pediatrics Vol 32(2) Feb 1993, 86-90.
- Funk, J. B. (2005). Children's Exposure to Violent Video Games and Desensitization to Violence: Child and Adolescent Psychiatric Clinics of North America Vol 14(3) Jul 2005, 387-404.
- Funk, J. B., Baldacci, H. B., Pasold, T., & Baumgardner, J. (2004). Violence exposure in real-life, video games, television, movies, and the internet: Is there desensitization? : Journal of Adolescence Vol 27(1) Feb 2004, 23-39.
- Funk, J. B., & Buchman, D. D. (1996). Playing violent video and computer games and adolescent self-concept: Journal of Communication Vol 46(2) Spr 1996, 19-32.
- Funk, J. B., Buchman, D. D., & Germann, J. N. (2000). Preference for violent electronic games, self-concept and gender differences in young children: American Journal of Orthopsychiatry Vol 70(2) Apr 2000, 233-241.
- Funk, J. B., Flores, G., Buchman, D. D., & Germann, J. N. (1999). Rating electronic games: Violence is in the eye of the beholder: Youth & Society Vol 30(3) Mar 1999, 283-312.
- Funk, J. B., Hagan, J., Schimming, J., Bullock, W. A., Buchman, D. D., & Myers, M. (2002). Aggression and psychopathology in adolescents with a preference for violent electronic games: Aggressive Behavior Vol 28(2) 2002, 134-144.
- Furst, G. (1993). Family environment and the subjective importance of TV and video games in 12-14-year-old children: Integration of qualitative and quantitative methods in psychological research on mass media: Zeitschrift fur Medienpsychologie Vol 5(4) Dec 1993, 280-303.
- Furst, G. (1993). Family environment and the subjective importance of TV and video games in 12superscript 14-year-old children: Integration of qualitative and quantitative methods in psychological research on mass media: Medienpsychologie: Zeitschrift fur Individual- & Massenkommunikation Vol 5(4) Dec 1993, 280-303.
- Gackenbach, J. (2006). Video Game Play and Lucid Dreams: Implications for the Development of Consciousness: Dreaming Vol 16(2) Jun 2006, 96-110.
- Gailey, C. W. (1996). Mediated messages: Gender, class, and cosmos in home video games. Westport, CT: Ablex Publishing.
- Gallego, M. A., & Cole, M. (2000). Success is not enough: Challenges to sustaining new forms of educational activity: Computers in Human Behavior Vol 16(3) May 2000, 271-286.
- Gardner, J. E. (1991). Can the Mario Bros. help? Nintendo games as an adjunct in psychotherapy with children: Psychotherapy: Theory, Research, Practice, Training Vol 28(4) Win 1991, 667-670.
- Gardner, J. E. (1993). Nintendo games. Lanham, MD: Jason Aronson.
- Gardner, J. E. (2002). Nintendo games. Lanham, MD: Jason Aronson.
- Garitaonandia, C., Juaristi, P., & Oleaga, J. A. (2001). Media genres and content preferences. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Garner, T. L. (1992). The sociocultural context of the video game experience: Dissertation Abstracts International.
- Gaume, N. (2006). Nicolas Gaume's views on the video games sector: European Management Journal Vol 24(4) Aug 2006, 299-309.
- Gee, J. P. (2006). Why Game Studies Now? Video Games: A New Art Form: Games and Culture: A Journal of Interactive Media Vol 1(1) Jan 2006, 58-61.
- Gelfond, H. S., & Salonius-Pasternak, D. E. (2005). The Play's the Thing: A Clinical-Developmental Perspective on Video Games: Child and Adolescent Psychiatric Clinics of North America Vol 14(3) Jul 2005, 491-508.
- Gentile, D. A., & Anderson, C. A. (2003). Violent Video Games: The Newest Media Violence Hazard. Westport, CT: Praeger Publishers/Greenwood Publishing Group.
- Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D. A. (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance: Journal of Adolescence Vol 27(1) Feb 2004, 5-22.
- Gillentine, L. C. (2007). Do modern video games impact the cultural perceptions and acceptance of racial stereotypes? A qualitative assessment of video game usage. Dissertation Abstracts International Section A: Humanities and Social Sciences.
- Gillespie, R. M. (2002). The physical impact of computers and electronic game use on children and adolescents, a review of current literature: Work: Journal of Prevention, Assessment & Rehabilitation Vol 18(3) 2002, 249-259.
- Gissurarson, L. R. (1986). RNG-PK microcomputer "games" overviewed: An experiment with the videogame "PSI INVADERS." European Journal of Parapsychology Vol 6(3) Nov 1986, 199-215.
- Giumetti, G. W., & Markey, P. M. (2007). Violent video games and anger as predictors of aggression: Journal of Research in Personality Vol 41(6) Dec 2007, 1234-1243.
- Glickman, L., Deitz, J., Anson, D., & Stewart, K. (1996). The effect of switch control site on computer skills of infants and toddlers: American Journal of Occupational Therapy Vol 50(7) Jul-Aug 1996, 545-553.
- Goettl, B. P., Yadrick, R. M., Connolly-Gomez, C., Regian, J. W., & et al. (1996). Alternating task modules in isochronal distributed training of complex tasks: Human Factors Vol 38(2) Jun 1996, 330-346.
- Goffinet, A. M., de Volder, A. G., Bol, A., & Michel, C. (1990). Brain glucose utilization under high sensory activation: Hypoactivation of prefrontal cortex: Aviation, Space, and Environmental Medicine Vol 61(4) Apr 1990, 338-342.
- Goldstein, J. (1998). Immortal kombat: War toys and violent video games. New York, NY: Oxford University Press.
- Goldstein, J. (2003). People @ play: Electronic games. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Goldstein, J., Buckingham, D., & Brougere, G. (2004). Introduction: Toys, Games, and Media. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Goldstein, J., Cajko, L., Oosterbroek, M., Michielsen, M., van Houten, O., & Salverda, F. (1997). Video games and the elderly: Effects on reaction time, cognitive functioning and well-being: Gedrag & Gezondheid: Tijdschrift voor Psychologie en Gezondheid Vol 25(6) Dec 1997, 296-302.
- Goldstein, J. H., Cajko, L., Oosterbroek, M., Michielsen, M., van Houten, O., & Salverda, F. (1997). Video games and the elderly: Social Behavior and Personality Vol 25(4) 1997, 345-352.
- Gonzalez, F. A., & Cathcart, M. (1995). A procedure for studying strategy development in humans: Behavior Research Methods, Instruments & Computers Vol 27(2) May 1995, 224-228.
- Gooch, P., & Living, R. (2004). The Therapeutic Use of Videogames within Secure Forensic Settings: A Review of the Literature and Application to Practice: British Journal of Occupational Therapy Vol 67(8) Aug 2004, 332-341.
- Goodman, D., Bradley, N. L., Paras, B., Williamson, I. J., & Bizzochi, J. (2006). Video gaming promotes concussion knowledge acquisition in youth hockey players: Journal of Adolescence Vol 29(3) Jun 2006, 351-360.
- Gopher, D., Weil, M., & Bareket, T. (1994). Transfer of skill from a computer game trainer to flight: Human Factors Vol 36(3) Sep 1994, 387-405.
- Gopher, D., Weil, M., & Siegel, D. (1989). Practice under changing priorities: An approach to the training of complex skills: Acta Psychologica Vol 71(1-3) Aug 1989, 147-177.
- Grabe, M., & Dosmann, M. (1988). The potential of adventure games for the development of reading and study skills: Journal of Computer-Based Instruction Vol 15(2) Spr 1988, 72-77.
- Graham, A. K., & Senge, P. M. (1990). Computer-based case studies and learning laboratory projects: System Dynamics Review Vol 6(1) Win 1990, 100-105.
- Graham, J., Zheng, L., & Gonzalez, C. (2006). A Cognitive Approach to Game Usability and Design: Mental Model Development in Novice Real-Time Strategy Gamers: CyberPsychology & Behavior Vol 9(3) Jun 2006, 361-366.
- Grand, S. (2000). The emergence of personality: How to create souls from cells. Amsterdam, Netherlands: John Benjamins Publishing Company.
- Graybill, D., Strawniak, M., Hunter, T., & O'Leary, M. (1987). Effects of playing versus observing violent versus nonviolent video games on children's aggression: Psychology: A Journal of Human Behavior Vol 24(3) 1987, 1-8.
- Grebenyuk, G. A., & Shmelev, A. G. (1994). Diagnosing managers' style using a computer game and a questionnaire test: Vestnik Moskovskogo Universiteta - Seriya 14: Psikhologiya No 2 Apr-Jun 1994, 59-66.
- Grechus, M. L. (1999). The comparison of individualized computer game reinforcement versus peer-interactive board game reinforcement on nutrition label knowledge retention of fifth graders. Dissertation Abstracts International Section A: Humanities and Social Sciences.
- Gredler, M. E. (2004). Games and Simulations and Their Relationships to Learning. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective attention: Nature Vol 423(6939) May 2003, 534-537.
- Green, C. S., & Bavelier, D. (2006). Effect of Action Video Games on the Spatial Distribution of Visuospatial Attention: Journal of Experimental Psychology: Human Perception and Performance Vol 32(6) Dec 2006, 1465-1478.
- Green, C. S., & Bavelier, D. (2006). Enumeration versus multiple object tracking: The case of action video game players: Cognition Vol 101(1) Aug 2006, 217-245.
- Green, C. S., & Bavelier, D. (2007). Action-Video-Game Experience Alters the Spatial Resolution of Vision: Psychological Science Vol 18(1) Jan 2007, 88-94.
- Green, M., & McNeese, M. N. (2007). Using Edutainment Software to Enhance Online Learning: International Journal on E-Learning Vol 6(1) 2007, 5-16.
- Greenfield, P. M. (1994). Video games as cultural artifacts: Journal of Applied Developmental Psychology Vol 15(1) Jan-Mar 1994, 3-12.
- Greenfield, P. M. (1996). Video games as cultural artifacts. Westport, CT: Ablex Publishing.
- Greenfield, P. M., Brannon, C., & Lohr, D. (1996). Two-dimensional representation of movement through three-dimensional space: The role of video game expertise. Westport, CT: Ablex Publishing.
- Greenfield, P. M., Brannon, G., & Lohr, D. (1994). Two-dimensional representation of movement through three-dimensional space: The role of video game expertise: Journal of Applied Developmental Psychology Vol 15(1) Jan-Mar 1994, 87-103.
- Greenfield, P. M., Camaioni, L., Ercolani, P., Weiss, L., & et al. (1994). Cognitive socialization by computer games in two cultures: Inductive discovery or mastery of an iconic code? : Journal of Applied Developmental Psychology Vol 15(1) Jan-Mar 1994, 59-85.
- Greenfield, P. M., Camaioni, L., Ercolani, P., Weiss, L., & et al. (1996). Cognitive socialization by computer games in two cultures: Inductive discovery or mastery of an iconic code? Westport, CT: Ablex Publishing.
- Greenfield, P. M., & Cocking, R. R. (1996). Interacting with video. Westport, CT: Ablex Publishing.
- Greenfield, P. M., deWinstanley, P., Kilpatrick, H., & Kaye, D. (1994). Action video games and informal education: Effects on strategies for dividing visual attention: Journal of Applied Developmental Psychology Vol 15(1) Jan-Mar 1994, 105-123.
- Greenfield, P. M., deWinstanley, P., Kilpatrick, H., & Kaye, D. (1996). Action video games and informal education: Effects on strategies for dividing visual attention. Westport, CT: Ablex Publishing.
- Griffiths, M. (1997). Computer game playing in early adolescence: Youth & Society Vol 29(2) Dec 1997, 223-237.
- Griffiths, M. (1997). Video games and aggression: The Psychologist Vol 10(9) Sep 1997, 397-401.
- Griffiths, M. (1997). Video games and clinical practice: Issues, uses and treatments: British Journal of Clinical Psychology Vol 36(4) Nov 1997, 639-641.
- Griffiths, M. (1999). Violent video games and aggression: A review of the literature: Aggression and Violent Behavior Vol 4(2) Sum 1999, 203-212.
- Griffiths, M. (2000). Categorization of videogames: Some comments on 'Children and electronic games' by Funk, et al: Psychological Reports Vol 86(3,Pt2) Jun 2000, 1247-1248.
- Griffiths, M. (2003). The Therapeutic Use of Videogames in Childhood and Adolescence: Clinical Child Psychology and Psychiatry Vol 8(4) Oct 2003, 547-554.
- Griffiths, M. (2004). Editorial: Can Videogames Be Good for Your Health? : Journal of Health Psychology Vol 9(3) May 2004, 339-344.
- Griffiths, M. (2005). Relationship Between Gambling and Video-game Playing: A Response to Johansson and Gotestam: Psychological Reports Vol 96(3) Jun 2005, 644-646.
- Griffiths, M., & Wood, R. T. A. (2000). Risk factors in adolescence: The case of gambling, videogame playing, and the Internet: Journal of Gambling Studies Vol 16(2-3) Fal 2000, 199-225.
- Griffiths, M. D. (1991). Amusement machine playing in childhood and adolescence: A comparative analysis of video games and fruit machines: Journal of Adolescence Vol 14(1) Mar 1991, 53-73.
- Griffiths, M. D. (2000). Video game violence and aggression: Comments on 'Video game playing and its relations with aggressive and prosocial behaviour' by O. Wiegman and E. G. M. van Schie: British Journal of Social Psychology Vol 39(1) Mar 2000, 147-149.
- Griffiths, M. D. (2005). Videogame addiction: An overview of the literature: Psicologia Conductual Revista Internacional de Psicologia Clinica de las Salud Vol 13(3) 2005, 445-462.
- Griffiths, M. D., & Dancaster, I. (1995). The effect of Type A personality on physiological arousal while playing computer games: Addictive Behaviors Vol 20(4) Jul-Aug 1995, 543-548.
- Griffiths, M. D., Davies, M. N. O., & Chappell, D. (2004). Demographic Factors and Playing Variables in Online Computer Gaming: CyberPsychology & Behavior Vol 7(4) Aug 2004, 479-487.
- Griffiths, M. D., Davies, M. N. O., & Chappell, D. (2004). Online computer gaming: A comparison of adolescent and adult gamers: Journal of Adolescence Vol 27(1) Feb 2004, 87-96.
- Griffiths, M. D., & Hunt, N. (1995). Computer game playing in adolescence: Prevalence and demographic indicators: Journal of Community & Applied Social Psychology Vol 5(3) Aug 1995, 189-193.
- Griffiths, M. D., & Hunt, N. (1998). Dependence on computer games by adolescents: Psychological Reports Vol 82(2) Apr 1998, 475-480.
- Griffiths, R. P. (2007). Cyber athletes: Identification, competition, and affect implications. Dissertation Abstracts International Section A: Humanities and Social Sciences.
- Grigorenko, Y. L., & Rutman, E. M. (1990). Diagnosis of school readiness using indicators of attention stability: Vestnik Moskovskogo Universiteta - Seriya 14: Psikhologiya No 1 Jan-Feb 1990, 68-71.
- Grodal, T. (2000). Video games and the pleasures of control. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Grossman, D. (2000). Teaching kids to kill. Springfield, IL: Charles C Thomas Publisher.
- Grusser, S. M., & Thalemann, R. (2006). Excessive Computer Game Playing in Adolescence. Hauppauge, NY: Nova Science Publishers.
- Grusser, S. M., Thalemann, R., & Griffiths, M. D. (2007). Excessive computer game playing: Evidence for addiction and aggression? : CyberPsychology & Behavior Vol 10(2) Apr 2007, 290-292.
- Guardini, P. (2002). Virtual Unreality of Videogames: PsychNology Journal Vol 1(1) 2002, 57-70.
- Gubler, H., & Bischof, N. (1993). Studies on the systems analysis of social motivation: II. Computer games as a methodological tool in motivational research: Zeitschrift fur Psychologie mit Zeitschrift fur angewandte Psychologie Vol 201(3) 1993, 287-315.
- Guo, X.-L., & Jiang, G.-R. (2007). Review of the effect of violent video games on children and adolescents: Chinese Journal of Clinical Psychology Vol 15(2) Apr 2007, 188-190.
- Gupta, R., & Derevensky, J. L. (1996). The relationship between gambling and video-game playing behavior in children and adolescents: Journal of Gambling Studies Vol 12(4) Win 1996, 375-394.
- Habgood, M. P. J., Ainsworth, S. E., & Benford, S. (2005). Endogenous fantasy and learning in digital games: Simulation & Gaming Vol 36(4) Dec 2005, 483-498.
- Haninger, K., & Thompson, K. M. (2004). Content and Ratings of Teen-Rated Video Games: JAMA: Journal of the American Medical Association Vol 291(7) Feb 2004, 856-865.
- Hansen, G. P. (1990). A cooperation-competition PK experiment with computerized horse races: Journal of Parapsychology Vol 54(1) Mar 1990, 21-33.
- Harding, G. F. A., & Takahashi, T. (2004). Regulations: What Next? : Epilepsia Vol 45(Suppl1) Jan 2004, 46-48.
- Harrison, K., & Bond, B. J. (2007). Gaming magazines and the drive for muscularity in preadolescent boys: A longitudinal examination: Body Image Vol 4(3) Sep 2007, 269-277.
- Hartig, J., Frey, A., & Ketzel, A. (2003). A modification of the computer game Quake III Arena for psychological experimenting in virtual 3D-environments: Zeitschrift fur Medienpsychologie Vol 15(4) 2003, 149-154.
- Hartmann, T., & Klimmt, C. (2006). Gender and Computer Games: Exploring Females' Dislikes: Journal of Computer-Mediated Communication Vol 11(4) Jul 2006, 910-931.
- Hartmann, T., & Klimmt, C. (2006). The Influence of Personality Factors on Computer Game Choice. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Hayes, E. (2007). Gendered Identities at Play: Case Studies of Two Women Playing Morrowind: Games and Culture: A Journal of Interactive Media Vol 2(1) Jan 2007, 23-48.
- Haynes, C. (2006). Armageddon Army: Playing God, God Mode Mods, and the Rhetorical Task of Ludology: Games and Culture: A Journal of Interactive Media Vol 1(1) Jan 2006, 89-96.
- Haynes, L. C. (2000). Gender differences in the use of a computer-based mathematics game: Strategies, motivation, and beliefs about mathematics and computers. Dissertation Abstracts International Section A: Humanities and Social Sciences.
- Hebert, S., Beland, R., Dionne-Fournelle, O., Crete, M., & Lupien, S. J. (2005). Physiological stress response to video-game playing: The contribution of built-in music: Life Sciences Vol 76(20) Apr 2005, 2371-2380.
- Helms, D., & Sawtelle, S. M. (2007). A study of the effectiveness of cognitive skill therapy delivered in a video-game format: Optometry and Vision Development Vol 38(1) 2007, 19-26.
- Henningson, K. A., Gold, R. S., & Duncan, D. F. (1986). A computerized marijuana decision maze: Expert opinion regarding its use in health education: Journal of Drug Education Vol 16(3) 1986, 243-261.
- Higuchi, S., Motohashi, Y., Liu, Y., & Maeda, A. (2005). Effects of playing a computer game using a bright display on presleep physiological variables, sleep latency, slow wave sleep and REM sleep: Journal of Sleep Research Vol 14(3) Sep 2005, 267-273.
- Hind, P. A. (1995). A study of reported satisfaction with differentially aggressive computer games amongst incarcerated young offenders: Issues in Criminological & Legal Psychology No 22 1995, 28-36.
- Hoc, J.-M., Amalberti, R., & Plee, G. (2000). Process speed and time-sharing: Planning and attentional concurrence: L'annee Psychologique Vol 100(4) Dec 2000, 629-660.
- Hoff, M. S., & Wechsler, S. M. (2002). Computer game practice in an adolescents' group: Estudos de Psicologia Vol 19(2) May-Aug 2002, 59-77.
- Hoff, M. S., & Wechsler, S. M. (2004). The Computer Game Tetris' Solution: A Micro Genetic Analysis: Psicologia: Reflexao e Critica Vol 17(1) 2004, 129-141.
- Honey, M. A. (1991). Play in the phallic universe: An analysis of adolescents' involvement with a fantasy role-playing computer game: Dissertation Abstracts International.
- Hong, J.-C., & Liu, M.-C. (2003). A study on thinking strategy between experts and novices of computer games: Computers in Human Behavior Vol 19(2) Mar 2003, 245-258.
- Horn, E., Jones, H. A., & Hamlett, C. (1991). An investigation of the feasibility of a video game system for developing scanning and selection skills: Journal of the Association for Persons with Severe Handicaps Vol 16(2) Sum 1991, 108-115.
- Houghton, S., Milner, N., West, J., Douglas, G., Lawrence, V., Whiting, K., et al. (2004). Motor control and sequencing of boys with Attention-Deficit/Hyperactivity Disorder (ADHD) during computer game play: British Journal of Educational Technology Vol 35(1) Jan 2004, 21-34.
- Hoyles, C., Noss, R., & Adamson, R. (2002). Rethinking the microworld idea: Journal of Educational Computing Research Vol 27(1-2) 2002, 29-53.
- Hoysniemi, J., Hamalainen, P., & Turkki, L. (2003). Using peer tutoring in evaluating the usability of a physically interactive computer game with children: Interacting with Computers Vol 15(2) Apr 2003, 203-225.
- Hrubiskova, H., & Veselsky, M. (2006). The effects of playing computer games to the level of attention of primary school pupils: Psychologia a Patopsychologia Dietata Vol 41(3) 2006, 209-220.
- Hsu, S. H., Lee, F.-L., & Wu, M.-C. (2005). Designing Action Games for Appealing to Buyers: CyberPsychology & Behavior Vol 8(6) Dec 2005, 585-591.
- Hubbard, P. (1991). Evaluating computer games for language learning: Simulation & Gaming Vol 22(2) Jun 1991, 220-223.
- Hue, C.-W., Chung, I. L., & Chan, T.-W. (1994). Computer games and intrinsic motivation: Research of learning the arithmetic of binary numbers via the re-implemented WEST: Chinese Journal of Psychology Vol 36(2) Dec 1994, 137-147.
- Huesmann, L. R. (2007). The impact of electronic media violence: Scientific theory and research: Journal of Adolescent Health Vol 41(6,Suppl) Dec 2007, S6-S13.
- Huff, G., & Collinson, F. (1987). Young offenders, gambling and video game playing: British Journal of Criminology Vol 27(4) Fal 1987, 401-410.
- Hyun, O. K., & Lee, H. S. (1994). A survey analysis of elementary school children's use of home video games: Korean Journal of Child Studies Vol 15(2) Nov 1994, 55-68.
- Iizuka, Y. (1994). Gaze in cooperative and competitive games: Japanese Journal of Experimental Social Psychology Vol 33(3) Mar 1994, 237-242.
- Inal, Y., & Cagiltay, K. (2007). Flow experiences of children in an interactive social game environment: British Journal of Educational Technology Vol 38(3) May 2007, 455-464.
- Ingram, D., & Pye, C. (1993). The acquisition of miniature languages: The search for a new paradigm: International Journal of Psycholinguistics Vol 9(2)[26] Dec 1993, 147-158.
- Irwin, A. R. (1993). The effects of aggressive and nonaggressive video games on the aggressive behavior of impulsive and reflective boys: Dissertation Abstracts International.
- Irwin, A. R., & Gross, A. M. (1995). Cognitive tempo, violent video games, and aggressive behavior in young boys: Journal of Family Violence Vol 10(3) Sep 1995, 337-350.
- Ito, M. (2005). Mobilizing Fun in the Production and Consumption of Children's Software: Annals of the American Academy of Political and Social Science Vol 597 Jan 2005, 82-102.
- Ivory, J. D. (2006). New and improved: The effects of technological advancement and violent content in video games on player arousal, presence, attitudes, perceptions of interactivity, and aggression. Dissertation Abstracts International Section A: Humanities and Social Sciences.
- Ivory, J. D. (2006). Still a Man's Game: Gender Representation in Online Reviews of Video Games: Mass Communication and Society Vol 9(1) 2006, 103-114.
- jagodzinski, j. (2006). Video game cybersubjects, the ethics of violence and addiction: A psychoanalytic approach: Psychoanalysis, Culture & Society Vol 11(3) Dec 2006, 282-303.
- Jagodzinski, J. (2007). Videogame cyber subjects: Questioning the myths of violence and identification (implications for educational technologies): Alberta Journal of Educational Research Vol 53(1) Spr 2007, 45-62.
- Jansen, P. J. (1993). Using knowledge about the opponent in game-tree search: Dissertation Abstracts International.
- Jansz, J. (2005). The Emotional Appeal of Violent Video Games for Adolescent Males: Communication Theory Vol 15(3) Aug 2005, 219-241.
- Jansz, J. (2006). Review of Playing video games: Motives, responses, and consequences: Journal of Communication Vol 56(4) Dec 2006, 861-862.
- Jansz, J., & Martens, L. (2005). Gaming at a LAN event: The social context of playing video games: New Media & Society Vol 7(3) Jun 2005, 333-355.
- Jansz, J., & Martis, R. G. (2007). The Lara phenomenon: Powerful female characters in video games: Sex Roles Vol 56(3-4) Feb 2007, 141-148.
- Jansz, J., & Tanis, M. (2007). Appeal of playing online first person shooter games: CyberPsychology & Behavior Vol 10(1) Feb 2007, 133-136.
- Jariego, R. L., & Lopez, M. J. L. (2003). Adolescents and video games: Apuntes de Psicologia Vol 21(1) May 2003, 89-99.
- Jenkins, H. (1998). "Complete freedom of movement": Video games as gendered play spaces. Cambridge, MA: The MIT Press.
- Jenkins, H. (2006). The war between effects and meaning: Rethinking the video game violence debate. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Joh, H., & Kondo, N. (1995). Effects of computer games on responses in the autonomic nervous system in children: Japanese Journal of Educational Psychology Vol 43(4) Dec 1995, 418-423.
- Johansson, A., & Gotestam, K. G. (2004). Problems With Computer Games Without Monetary Reward: Similarity to Pathological Gambling: Psychological Reports Vol 95(2) Oct 2004, 641-650.
- Johansson, B. (2003). Good Friends, Merry Fighters. Goteborg, Sweden: Nordicom.
- Johnson, D., & Wiles, J. (2003). Effective affective user interface design in games: Ergonomics Vol 46(13-14) Oct 2003, 1332-1345.
- Johnstone, T., van Reekum, C. M., Hird, K., Kirsner, K., & Scherer, K. R. (2005). Affective Speech Elicited With a Computer Game: Emotion Vol 5(4) Dec 2005, 513-518.
- Jones, M. B., Dunlap, W. P., & Bilodeau, I. M. (1986). Comparison of video game and conventional test performance: Simulation & Games Vol 17(4) Dec 1986, 435-446.
- Jones, M. T. (2005). The Impact of Telepresence on Cultural Transmission through Bishoujo Games: PsychNology Journal Vol 3(3) 2005, 292-311.
- Jordan, J. A. (1998). The effectiveness of individual and dyadic training protocols for complex skill acquisition in space fortress: A meta-analysis. Dissertation Abstracts International: Section B: The Sciences and Engineering.
- Kafai, Y. B. (1995). Minds in play: Computer game design as a context for children's learning. Hillsdale, NJ, England: Lawrence Erlbaum Associates, Inc.
- Kafai, Y. B. (1996). Electronic play worlds: Gender differences in children's construction of video games. Hillsdale, NJ, England: Lawrence Erlbaum Associates, Inc.
- Kafai, Y. B. (1996). Gender differences in children's constructions of video games. Westport, CT: Ablex Publishing.
- Kafai, Y. B. (1996). Learning design by making games: Children's development of design strategies in the creation of a complex computational artifact. Hillsdale, NJ, England: Lawrence Erlbaum Associates, Inc.
- Kafai, Y. B. (1998). Video game designs by girls and boys: Variability and consistency of gender differences. Cambridge, MA: The MIT Press.
- Kaindl, H., & Scheucher, A. (1992). Reasons for the effects of bounded look-ahead search: IEEE Transactions on Systems, Man, & Cybernetics Vol 22(5) Sep-Oct 1992, 992-1007.
- Kaptelinin, V., & Cole, M. (2001). Individual and collective activities in educational computer game playing. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Kassis, W., & Steiner, O. (2003). Personal characteristics and social experiences of girls who extensively use violent computer games. A correspondence analysis approach: Zeitschrift fur Medienpsychologie Vol 15(4) 2003, 131-139.
- Kato, P. M., & Beale, I. L. (2006). Factors Affecting Acceptability to Young Cancer Patients of a Psychoeducational Video Game About Cancer: Journal of Pediatric Oncology Nursing Vol 23(5) Sep 2006, 269-275.
- Kawashima, T., Satake, H., Ueki, S., Tajima, C., & et al. (1991). Development of skill of children in the performance of the family computer game "Super Mario Brothers." Journal of Human Ergology Vol 20(2) Dec 1991, 199-215.
- Ke, F. (2007). Computer-based game playing within alternative classroom goal structures on fifth-graders' math learning outcomes: Cognitive, metacognitive, and affective evaluation and interpretation. Dissertation Abstracts International Section A: Humanities and Social Sciences.
- Kearney, P. (2007). Cognitive assessment of game-based learning: British Journal of Educational Technology Vol 38(3) May 2007, 529-531.
- Kearney, P., & Pivec, M. (2007). Sex, lies and video games: British Journal of Educational Technology Vol 38(3) May 2007, 489-501.
- Keefer, R. P. (1989). Flow, choice and intrinsic motivation: Dissertation Abstracts International.
- Keepers, G. A. (1990). Pathological preoccupation with video games: Journal of the American Academy of Child & Adolescent Psychiatry Vol 29(1) Jan 1990, 49-50.
- Keifer-Boyd, K. (2005). Children Teaching Children with their Computer Game Creations: Visual Arts Research Vol 31(1,issue60) 2005, 117-128.
- Kelly, A. E., & O'Kelly, J. B. (1994). Extending a tradition: Teacher designed computer-based games: Journal of Computing in Childhood Education Vol 5(2) 1994, 153-166.
- Kerawalla, L., & Crook, C. (2002). Children's Computer Use at Home and at School: Context and continuity: British Educational Research Journal Vol 28(6) Dec 2002, 751-771.
- Kerin, R. (2005). Book Review: "New Literacies: Changing Knowledge and Classroom Learning", "What Video Games Have to Teach Us about Learning and Literacy", and "Multimodal Literacy": Journal of Early Childhood Literacy Vol 5(2) Aug 2005, 175-184.
- Keys, B., Burns, O. M., Case, T., & Wells, R. A. (1988). Decision support package in a business game: Performance and attitudinal affects: Simulation & Games Vol 19(4) Dec 1988, 440-452.
- Keys, J. B. (1997). Strategic management games: A review: Simulation & Gaming Vol 28(4) Dec 1997, 395-422.
- Kiili, K. (2006). Evaluations of an experiential gaming model: Human Technology: An Interdisciplinary Journal on Humans in ICT Environments Vol 2(2) Oct 2006, 187-201.
- Kim, Y., & Ross, S. D. (2006). An exploration of motives in sport video gaming: International Journal of Sports Marketing and Sponsorship Vol 8(1) Oct 2006, 34-46.
- Kinder, M. (1996). Contextualizing video game violence: From "Teenage Mutant Ninja Turtles 1" to "Mortal Kombat 2." Westport, CT: Ablex Publishing.
- King, L. D. (2005). Lewin revisited: A perspective on his contribution through video archives, the literature, and interview of subject matter experts (Kurt Lewin). Dissertation Abstracts International Section A: Humanities and Social Sciences.
- King, T. I. (1993). Hand strengthening with a computer for purposeful activity: American Journal of Occupational Therapy Vol 47(7) Jul 1993, 635-637.
- Kirsh, D., & Maglio, P. (1994). On distinguishing epistemic from pragmatic action: Cognitive Science: A Multidisciplinary Journal Vol 18(4) Oct-Dec 1994, 513-549.
- Kirsh, S. J. (1998). Seeing the world through Mortal Kombat-colored glasses: Violent video games and the development of a short-term hostile attribution bias: Childhood: A Global Journal of Child Research Vol 5(2) May 1998, 177-184.
- Kirsh, S. J. (2003). The effects of violent video games on adolescents: The overlooked influence of development: Aggression and Violent Behavior Vol 8(4) Jul-Aug 2003, 377-389.
- Kirsh, S. J., & Mounts, J. R. W. (2007). Violent video game play impacts facial emotion recognition: Aggressive Behavior Vol 33(4) Jul-Aug 2007, 353-358.
- Kirsh, S. J., Olczak, P. V., & Mounts, J. R. W. (2005). Violent Video Games Induce an Affect Processing Bias: Media Psychology Vol 7(3) 2005, 239-250.
- Kitchin, P. (2006). Considering entertainment-games websites in sports marketing: The case of Stick Cricket: International Journal of Sports Marketing and Sponsorship Vol 8(1) Oct 2006, 98-109.
- Klimmt, C. (2001). Computer games: Understanding interactive entertainment as combination of media and toys: Zeitschrift fur Medienpsychologie Vol 13(1) 2001, 22-32.
- Klimmt, C., & Hartmann, T. (2006). Effectance, Self-Efficacy, and the Motivation to Play Video Games. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Klimmt, C., Hartmann, T., & Frey, A. (2007). Effectance and control as determinants of video game enjoyment: CyberPsychology & Behavior Vol 10(6) Dec 2007, 845-847.
- Klimmt, C., & Trepte, S. (2003). Theoretical and methodological shortcomings of research in media psychology about the effects of violent video games on aggression: Zeitschrift fur Medienpsychologie Vol 15(4) 2003, 114-121.
- Klug, G. C., & Schell, J. (2006). Why People Play Games: An Industry Perspective. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Knapp, H. E. (2002). Desensitization aftereffects of playing violent videogames. Dissertation Abstracts International Section A: Humanities and Social Sciences.
- Knoop, H. H. (2004). On The Treshold to The Virtual Life: Psykologisk Paedagogisk Radgivning Vol 41(4) Sep 2004, 280-308.
- Knotts, U. S., Jr., & Keys, J. B. (1997). Teaching strategic management with a business game: Simulation & Gaming Vol 28(4) Dec 1997, 377-394.
- Ko, C.-H., Yen, J.-Y., Chen, C.-C., Chen, S.-H., & Yen, C.-F. (2005). Gender Differences and Related Factors Affecting Online Gaming Addiction Among Taiwanese Adolescents: Journal of Nervous and Mental Disease Vol 193(4) Apr 2005, 273-277.
- Ko, S. (2002). An empirical analysis of children's thinking and learning in a computer game context: Educational Psychology Vol 22(2) Mar 2002, 219-233.
- Koepp, M. J., Gunn, R. N., Lawrence, A. D., Cunningham, V. J., Dagher, A., Jones, T., et al. (1998). Evidence for striatal dopamine release during a video game: Nature Vol 393(6682) May 1998, 266-268.
- Koezuka, N., Koo, M., Allison, K. R., Adlaf, E. M., Dwyer, J. J. M., Faulkner, G., et al. (2006). The Relationship between Sedentary Activities and Physical Inactivity among Adolescents: Results from the Canadian Community Health Survey: Journal of Adolescent Health Vol 39(4) Oct 2006, 515-522.
- Kokdemir, D. (1996). Route learning in a computer game: Perceptual and Motor Skills Vol 82(2) Apr 1996, 467-471.
- Kokish, R. (1994). Experiences using a PC in play therapy with children: Computers in Human Services Vol 11(1-2) 1994, 141-150.
- Konijn, E. A., Bijvank, M. N., & Bushman, B. J. (2007). I wish I were a warrior: The role of wishful identification in the effects of violent video games on aggression in adolescent boys: Developmental Psychology Vol 43(4) Jul 2007, 1038-1044.
- Konijn, E. A., Nije Bijvank, M., & Bushman, B. J. (2007). I wish I were a warrior: The role of wishful identification in the effects of violent video games on aggression in adolescent boys: Developmental Psychology Vol 43(4) Jul 2007, 1038-1044.
- Kozminsky, E., & Perzov, A. (1989). Computer games as educational tools: Developing visual perception with computer games: Megamot Vol 32(2) Jun 1989, 275-292.
- Krahe, B., & Moller, I. (2004). Playing violent electronic games, hostile attributional style, and aggression-related norms in German adolescents: Journal of Adolescence Vol 27(1) Feb 2004, 53-69.
- Krause, A. J. (1987). Attributional beliefs and strategy use: Enhancing performance through video games: Dissertation Abstracts International.
- Krichevets, A. N., Sirotkina, E. B., Yevsevicheva, I. V., & Zeldin, L. M. (1995). Computer games as a means of movement rehabilitation: Disability and Rehabilitation: An International, Multidisciplinary Journal Vol 17(2) Feb-Mar 1995, 100-105.
- Kronenberger, W. G., Mathews, V. P., Dunn, D. W., Wang, Y., Wood, E. A., Larsen, J. J., et al. (2005). Media Violence Exposure in Aggressive and Control Adolescents: Differences in Self- and Parent-Reported Exposure to Violence on Television and in Video Games: Aggressive Behavior Vol 31(3) 2005, 201-216.
- Krzywinska, T. (2006). The Pleasures and Dangers of the Game: Up Close and Personal: Games and Culture: A Journal of Interactive Media Vol 1(1) Jan 2006, 119-122.
- Kuczmierczyk, A. R., Walley, P. B., & Calhoun, K. S. (1987). Relaxation training, in vivo exposure and response-prevention in the treatment of compulsive video-game playing: Scandinavian Journal of Behaviour Therapy Vol 16(4) 1987, 185-190.
- Kuhlman, J. S., & Beitel, P. A. (1991). Videogame experience: A possible explanation for differences in anticipation of coincidence: Perceptual and Motor Skills Vol 72(2) Apr 1991, 483-488.
- Kutner, L. A., Olson, C. K., Warner, D. E., & Hertzog, S. M. (2008). Parents' and sons' perspectives on video game play: A qualitative study: Journal of Adolescent Research Vol 23(1) Jan 2008, 76-96.
- Kutnick, P. (1997). Computer-based problem-solving: The effects of group composition and social skills on a cognitive, joint action task: Educational Research Vol 39(2) Sum 1997, 135-147.
- Kyngdon, A., & Dickerson, M. (1999). An experimental study of the effect of prior alcohol consumption on a simulated gambling activity: Addiction Vol 94(5) May 1999, 697-707.
- Ladouceur, R. (1995). Prevalence of pathological gambling and associated problems in individuals who visit non-gambling video arcades: Journal of Gambling Studies Vol 11(4) Win 1995, 361-365.
- Ladouceur, R., & Gaboury, A. (1989). Video games of chance and money: The American roulette: Revue Quebecoise de Psychologie Vol 10(3) 1989, 20-28.
- Ladouceur, R., & Sevigny, S. (2006). The impact of video lottery game speed on gamblers: Journal of Gambling Issues No 17 Aug 2006, No Pagination Specified.
- Larkin, K. T., Manuck, S. B., & Kasprowicz, A. L. (1989). Heart rate feedback-assisted reduction in cardiovascular reactivity to a videogame challenge: Psychological Record Vol 39(3) Sum 1989, 365-371.
- Larose, S., Gagnon, S., Ferland, C., & Pepin, M. (1989). Psychology of computers: XIV. Cognitive rehabilitation through computer games: Perceptual and Motor Skills Vol 69(3, Pt 1) Dec 1989, 851-858.
- Latner, J. D., Rosewall, J. K., & Simmonds, M. B. (2007). Childhood obesity stigma: Association with television, videogame, and magazine exposure: Body Image Vol 4(2) Jun 2007, 147-155.
- Lazarova, L. D. (1987). The role of computer teaching programmes in the development of children: Psikhologiia (Bulgaria) Vol 15(1) 1987, 41-48.
- Lee, K. M., Park, N., & Jin, S.-A. (2006). Narrative and Interactivity in Computer Games. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Lee, K. M., & Peng, W. (2006). What Do We Know About Social and Psychological Effects of Computer Games? A Comprehensive Review of the Current Literature. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Leibovitz, L. (2007). Thinking inside the box: Towards an ontology of video games. Dissertation Abstracts International Section A: Humanities and Social Sciences.
- Lemmens, J. S., & Bushman, B. J. (2006). The Appeal of Violent Video Games to Lower Educated Aggressive Adolescent Boys from Two Countries: CyberPsychology & Behavior Vol 9(5) Oct 2006, 638-641.
- Lennon, J. L. (2006). Debriefings of Web-based malaria games: Simulation & Gaming Vol 37(3) Sep 2006, 350-356.
- Leonard, D. (2006). An Untapped Field: Exploring the World of Virtual Sports Gaming. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Leonard, D. J. (2006). Not a Hater, Just Keepin' It Real: The Importance of Race- and Gender-Based Game Studies: Games and Culture: A Journal of Interactive Media Vol 1(1) Jan 2006, 83-88.
- Lepper, M. R. (1985). The Play's the Thing: PsycCRITIQUES Vol 30 (4), Apr, 1985.
- Leroux, Y., & Vezina, J. (1991). Elderly persons and computer games: Review of empirical studies and research agenda: Canadian Psychology/Psychologie Canadienne Vol 32(3) Jul 1991, 508-520.
- Leung, J.-p. (1989). Psychological distance to reward: A human replication: Journal of the Experimental Analysis of Behavior Vol 51(3) May 1989, 343-352.
- Leung, L. (2004). Net-Generation Attributes and Seductive Properties of the Internet as Predictors of Online Activities and Internet Addiction: CyberPsychology & Behavior Vol 7(3) Jun 2004, 333-348.
- Levermore, M. A. (2004). Violent Media and Videogames, and Their Role in Creating Violent Youth: The Forensic Examiner Vol 13(3) Fal 2004, 38-41.
- Liang, P.-H. (1999). Playing with computers: Multiple correlates of young children's computer play behaviors. Dissertation Abstracts International Section A: Humanities and Social Sciences.
- Liarokapis, F. (2006). An exploration from virtual to augmented reality gaming: Simulation & Gaming Vol 37(4) Dec 2006, 507-533.
- Lieberman, D. A. (1987). Reading, television, and computers: Children's patterns of media use and academic achievement: Dissertation Abstracts International.
- Lieberman, D. A. (1997). Interactive video games for health promotion: Effects on knowledge, self-efficacy, social support, and health. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Lieberman, D. A. (2006). What Can We Learn From Playing Interactive Games? Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Lijuan, C., Hialang, H., Minzheng, W., & Chunlin, X. (2006). A Study on the Implicit Aggressiveness of Gaming Addicts: Psychological Science (China) Vol 29(3) May 2006, 570-573.
- Lin, H., & Sun, C.-T. (2003). Problems in simulating social reality: Observations on a MUD construction: Simulation & Gaming Vol 34(1) Mar 2003, 69-88.
- Linderoth, J., Lindstrom, B., & Alexandersson, M. (2004). Learning With Computer Games. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Littleton, K., Ashman, H., Light, P., Artis, J., Roberts, T., & Oosterwegel, A. (1999). Gender, task contexts, and children's performance on a computer-based task: European Journal of Psychology of Education Vol 14(1) Mar 1999, 129-139.
- Littleton, K., Light, P. H., Joiner, R., Messer, D., & et al. (1992). Pairing and gender effects on children's computer-based learning: European Journal of Psychology of Education Vol 7(4) Dec 1992, 311-324.
- Liu, X., Su, L., & He, B. (2001). Intelligence, personality, and behavior problems of children with video games dependence: Chinese Journal of Clinical Psychology Vol 9(4) 2001, 268-270.
- Loba, P., Stewart, S. H., Klein, R. M., & Blackburn, J. R. (2001). Manipulations of the features of standard video lottery terminal (VLT) games: Effects in pathological and non-pathological gamblers: Journal of Gambling Studies Vol 17(4) Win 2001, 297-320.
- Lomi, A., & Larsen, E. (1997). Cellular automata in the prisoner's dilemma game: A computational perspective on the mechanics of strategic interactions: Sistemi Intelligenti Vol 9(1) Apr 1997, 67-91.
- Lord, P. B., Martin, M. M., & Abramson, C. I. (2007). The use of PowerPoint shareware for making Jeopardy!-type games in the teaching of psychology: Perceptual and Motor Skills Vol 105(1) Aug 2007, 8-14.
- Lowood, H. (2006). A Brief Biography of Computer Games. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Lowood, H. (2006). Storyline, Dance/Music, or PvP? Game Movies and Community Players in World of Warcraft: Games and Culture: A Journal of Interactive Media Vol 1(4) 2006, 362-382.
- Lucas, K., & Sherry, J. L. (2004). Sex Differences in Video Game Play: A Communication-Based Explanation: Communication Research Vol 31(5) Oct 2004, 499-523.
- Lury, C. (2003). The game of Loyalt(o)y: Diversions and divisions in network society: Sociological Review Vol 51(3) Aug 2003, 301-320.
- Ma, Y., Williams, D., Prejean, L., & Richard, C. (2007). A research agenda for developing and implementing educational computer games: British Journal of Educational Technology Vol 38(3) May 2007, 513-518.
- Mackey, M. (2006). Digital games and the narrative gap. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Maglio, P. P. (1996). The computational basis of interactive skill. Dissertation Abstracts International: Section B: The Sciences and Engineering.
- Malliet, S. (2006). An exploration of adolescents' perceptions of videogame realism: Learning, Media & Technology Vol 31(4) Dec 2006, 377-394.
- Mallon, A., & Mallon, B. (2007). eLingua Latina and immersive CALL tool design: Computer Assisted Language Learning Vol 20(4) Oct 2007, 345-363.
- Mallon, B., & Webb, B. (2006). Applying a phenomenological approach to games analysis: A case study: Simulation & Gaming Vol 37(2) Jun 2006, 209-225.
- Malouf, D. B. (1987). The effect of instructional computer games on continuing student motivation: The Journal of Special Education Vol 21(4) Win 1987-1988, 27-38.
- Manabe, K., & Kawashima, T. (1999). Reply to Osada's comment: Japanese Journal of Behavior Analysis Vol 14(1) 1999, 17-19.
- Manabe, K., Kawashima, T., Miller, J. D., & Dooling, R. J. (1998). A computer game for auditory discrimination in foreign language learners and hearing disabled people: Japanese Journal of Behavior Analysis Vol 13(2) 1998, 100-114.
- Mandinach, E. B. (1987). Clarifying the "A" in CAI for learners of different abilities: Journal of Educational Computing Research Vol 3(1) 1987, 113-128.
- Mandryk, R. L., & Atkins, M. S. (2007). A fuzzy physiological approach for continuously modeling emotion during interaction with play technologies: International Journal of Human-Computer Studies Vol 65(4) Apr 2007, 329-347.
- Mandryk, R. L., Inkpen, K. M., & Calvert, T. W. (2006). Using psychophysiological techniques to measure user experience with entertainment technologies: Behaviour & Information Technology Vol 25(2) Mar-Apr 2006, 141-158.
- Mane, A. M., Adams, J. A., & Donchin, E. (1989). Adaptive and part-whole training in the acquisition of a complex perceptual-motor skill: Acta Psychologica Vol 71(1-3) Aug 1989, 179-196.
- Mane, A. M., & Donchin, E. (1989). The Space Fortress game: Acta Psychologica Vol 71(1-3) Aug 1989, 17-22.
- Marchand, B. (1996). Simulating negotiations on the computer: Computers, Environment and Urban Systems Vol 20(1) Jan 1996, 63-70.
- Margolis, J. L., Nussbaum, M., Rodriguez, P., & Rosas, R. (2006). Methodology for evaluating a novel education technology: A case study of handheld video games in Chile: Computers & Education Vol 46(2) Feb 2006, 174-191.
- Margoulis, Y. D. (1988). Psychological peculiarities of computer-assisted educational games: Voprosy Psychologii No 2 Mar-Apr 1988, 45-51.
- Marks, A., & Burden, B. (2005). How Useful are Computerised Screening Systems for Predicting Subsequent Learning Difficulties in Young Children? An Exploration of the Strengths and Weaknesses of the Cognitive Profiling System (CoPS 1): Educational Psychology in Practice Vol 21(4) Dec 2005, 327-342.
- Marsh, T. (2003). Staying there: An activity-based approach to narrative design and evaluation as an antidote to virtual corpsing. Amsterdam, Netherlands: IOS Press.
- Marshall, S. J., Biddle, S. J. H., Gorely, T., Cameron, N., & Murdey, I. (2004). Relationships between media use, body fatness and physical activity in children and youth: A meta-analysis: International Journal of Obesity Vol 28(10) Oct 2004, 1238-1246.
- Masendorf, F. (1993). Training of learning disabled children's spatial abilities by computer games: Zeitschrift fur Padagogische Psychologie/ German Journal of Educational Psychology Vol 7(4) Dec 1993, 209-213.
- Mathiak, K., & Weber, R. (2006). Toward Brain Correlates of Natural Behavior: fMRI during Violent Video Games: Human Brain Mapping Vol 27(12) Dec 2006, 948-956.
- Matthews, J., & Jessel, J. (1993). Very young children use electronic paint: A study of the beginnings of drawing with traditional media and computer paintbox: Visual Arts Research Vol 19(1)[37] Spr 1993, 47-62.
- Matthews, T. J., de Santi, S. M., Callahan, D., Koblenz-Sulcov, C. J., & et al. (1987). The microcomputer as an agent of intervention with psychiatric patients: Preliminary studies: Computers in Human Behavior Vol 3(1) 1987, 37-47.
- Mayer, R. E., Quilici, J. L., & Moreno, R. (1999). What is learned in an after-school computer club? : Journal of Educational Computing Research Vol 20(3) 1999, 223-235.
- Mayes, D. K. (2003). Effects of simulation fidelity and control usability on strategy development and execution. Dissertation Abstracts International: Section B: The Sciences and Engineering.
- Maylor, E. A., & Rabbitt, P. M. (1987). Effects of practice and alcohol on performance of a perceptual-motor task: The Quarterly Journal of Experimental Psychology A: Human Experimental Psychology Vol 39(4, Sect A) Nov 1987, 777-795.
- Mayra, F. (2006). A Moment in the Life of a Generation: (Why Game Studies Now?): Games and Culture: A Journal of Interactive Media Vol 1(1) Jan 2006, 103-106.
- Mazur, A., Susman, E. J., & Edelbrock, S. (1997). Sex difference in testosterone response to a video game contest: Evolution and Human Behavior Vol 18(5) Sep 1997, 317-326.
- McClure, R. F. (1985). Age and video game playing: Perceptual and Motor Skills Vol 61(1) Aug 1985, 285-286.
- McClurg, P. A., & Chaille, C. (1987). Computer games: Environments for developing spatial cognition? : Journal of Educational Computing Research Vol 3(1) 1987, 95-111.
- McDonald, D. G., & Kim, H. (2001). When I die, I feel small: Electronic game characters and the social self: Journal of Broadcasting & Electronic Media Vol 45(2) Spr 2001, 241-258.
- McDougall, J. (2007). What do we learn in Smethwick village? Computer games, media learning and discursive confusion: Learning, Media & Technology Vol 32(2) Jun 2007, 121-133.
- McPherson, J., & Burns, N. R. (2007). Gs Invaders: Assessing a computer game-like test of processing speed: Behavior Research Methods Vol 39(4) Nov 2007, 876-883.
- McSwegin, P. J., Pemberton, C., & O'Banion, N. (1988). The effects of controlled videogame playing on the eye-hand coordination and reaction time of children. New York, NY: AMS Press.
- McVey, C. G., Jr. (1998). The child's experience of video game play. Dissertation Abstracts International Section A: Humanities and Social Sciences.
- Merchant, G. (2004). What Video Games Have to Teach us about Learning and Literacy./ New Literacies: Changing Knowledge and Classroom Learning: Literacy Vol 38(2) Jul 2004, 113-114.
- Merhi, O., Faugloire, E., Flanagan, M., & Stoffregen, T. A. (2007). Motion sickness, console video games, and head-mounted displays: Human Factors Vol 49(5) Oct 2007, 920-934.
- Meyers, K. S. (2003). Television and video game violence: Age differences and the combined effects of passive and interactive violent media. Dissertation Abstracts International: Section B: The Sciences and Engineering.
- Michaels, J. W. (1993). Patterns of video game play in parlors as a function of endogenous and exogenous factors: Youth & Society Vol 25(2) Dec 1993, 272-289.
- Miller, C. S., Lehman, J. F., & Koedinger, K. R. (1999). Goals and learning in microworlds: Cognitive Science: A Multidisciplinary Journal Vol 23(3) Jul 1999, 305-336.
- Miller, J. H. (2006). Virtual automobility: Two ways to get a life: Sociological Review Vol 54(Suppl 1) Oct 2006, 193-207.
- Millett, C. J., Fish, D. R., & Thompson, P. J. (1997). A survey of epilepsy patient perceptions of video-game material/electronic screens and other factors as seizure precipitants: Seizure Vol 6(6) Dec 1997, 457-459.
- Mitchell, W. G., Chavez, J. M., Baker, S. A., Guzman, B. L., & et al. (1990). Reaction time, impulsivity, and attention in hyperactive children and controls: A video game technique: Journal of Child Neurology Vol 5(3) Jul 1990, 195-204.
- Molesworth, M. (2006). Real brands in imaginary worlds: Investigating players' experiences of brand placement in digital games: Journal of Consumer Behaviour Vol 5(4) Jul-Aug 2006, 355-366.
- Monaghan, S., & Blaszczynski, A. (2007). Recall of electronic gaming machine signs: A static versus a dynamic mode of presentation: Journal of Gambling Issues No 20 Jun 2007, 253-268.
- Moore, C. N. (2007). An examination of psychological and cardiovascular responses to violent content in video games. Dissertation Abstracts International: Section B: The Sciences and Engineering.
- Morawitz, E. (2007). Effects of the sexualization of female characters in video games on gender stereotyping, body esteem, self-objectification, self-esteem, and self-efficacy. Dissertation Abstracts International Section A: Humanities and Social Sciences.
- Morford, M. (2007). Video Gaming: A Genie out of the Bottle: PsycCRITIQUES Vol 52 (3), 2007.
- Mortensen, T. E. (2006). WoW Is the New MUD: Social Gaming From Text to Video: Games and Culture: A Journal of Interactive Media Vol 1(4) 2006, 397-413.
- Mukaetova-Ladinska, E. B., & Lawton, C. (1999). The bridge player: A brief acute psychotic episode in an elderly man due to playing computer games: International Journal of Geriatric Psychiatry Vol 14(12) Dec 1999, 1075-1076.
- Mukherjee, S. (2007). Fun element in product experiences: Insights from young adults' engagement with video games. Dissertation Abstracts International Section A: Humanities and Social Sciences.
- Muramatsu, J. I. (2005). Social regulation of online multiplayer games. Dissertation Abstracts International: Section B: The Sciences and Engineering.
- Myers, D. (1990). A Q-study of game player aesthetics: Simulation & Gaming Vol 21(4) Dec 1990, 375-396.
- Myers, D. (1992). Time, symbol transformations, and computer games: Play & Culture Vol 5(4) Nov 1992, 441-457.
- Myers, D. (1999). Simulation as play: A semiotic analysis: Simulation & Gaming Vol 30(2) Jun 1999, 147-162.
- Myers, D. (2005). Video games: Issues in research and learning: Simulation & Gaming Vol 36(4) Dec 2005, 442-446.
- Myers, D. (2006). Signs, Symbols, Games, and Play: Games and Culture: A Journal of Interactive Media Vol 1(1) Jan 2006, 47-51.
- Nagamitsu, S., Nagano, M., Yamashita, Y., Takashima, S., & Matsuishi, T. (2006). Prefrontal cerebral blood volume patterns while playing video games--A near-infrared spectroscopy study: Brain & Development Vol 28(5) Jun 2006, 315-321.
- Nagenborg, M. (2005). Violent computergames: Distribution via and discussion on the internet: Praxis der Kinderpsychologie und Kinderpsychiatrie Vol 54(9) Nov 2005, 755-766.
- Nakamura, K. (1987). A study on friendship in group of moderate and severe cerebral palsied children: An approach to improve the friendship patterns using computer game: Japanese Journal of Educational Psychology Vol 35(1) Mar 1987, 79-85.
- Naveteur, J., & Roy, J.-C. (1990). Electrodermal activity of low and high trait anxiety subjects during a frustrative video game: Journal of Psychophysiology Vol 4(3) 1990, 221-227.
- Neal, D. J. (1997). Group competitiveness and cohesion in a business simulation: Simulation & Gaming Vol 28(4) Dec 1997, 460-476.
- Nelson, M. R. (2002). Recall of brand placements in computer/video games: Journal of Advertising Research Vol 42(2) Mar-Apr 2002, 80-92.
- Nelson, M. R. (2005). Exploring Consumer Response to "Advergaming". Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Nelson, M. R., Yaros, R. A., & Keum, H. (2006). Examining the Influence of Telepresence on Spectator and Player Processing of Real and Fictitious Brands in a Computer Game: Journal of Advertising Vol 35(4) Win 2006, 87-99.
- Neuringer, A., Deiss, C., & Imig, S. (2000). Comparing choices and variations in people and rats: Two teaching experiments: Behavior Research Methods, Instruments & Computers Vol 32(3) Aug 2000, 407-416.
- Newell, K. M., Carlton, M. J., Fisher, A. T., & Rutter, B. G. (1989). Whole-part training strategies for learning the response dynamics of microprocessor driven simulators: Acta Psychologica Vol 71(1-3) Aug 1989, 197-216.
- Newman, J. (2002). In search of the videogame player: The lives of Mario: New Media & Society Vol 4(3) Sep 2002, 405-422.
- Newman, J. D., McGarvey, S. T., & Steele, M. S. (1999). Longitudinal association of cardiovascular reactivity and blood pressure in Samoan adolescents: Psychosomatic Medicine Vol 61(2) Mar-Apr 1999, 243-249.
- Nguyen, T. H. (2004). The business of illegal gambling: An examination of the gambling business of Vietnamese cafes: Deviant Behavior Vol 25(5) Sep-Oct 2004, 451-464.
- Nikken, P., & Jansz, J. (2006). Parental mediation of children's videogame playing: A comparison of the reports by parents and children: Learning, Media & Technology Vol 31(2) Jun 2006, 181-202.
- Nikken, P., Jansz, J., & Schouwstra, S. (2007). Parents' interest in videogame ratings and content descriptors in relation to game mediation: European Journal of Communication Vol 22(3) Sep 2007, 315-336.
- No authorship, i. (1998). Dopamine observed in the arcade: Trends in Cognitive Sciences Vol 2(7) Jul 1998, 239.
- No authorship, i. (2002). Call for Papers: Journal of Adolescence Vol 25(4) Aug 2002, I-II.
- No authorship, i. (2003). Ready for the Road: Software Helps Teens Drive Safely: UMTRI Research Review Vol 34(4) Oct-Dec 2003, 1-2.
- No authorship, i. (2004). Clinical material: Ben: Journal of the British Association of Psychotherapists (BAP) Vol 42(1) Jan 2004, 51-54.
- No authorship, i. (2006). Psychiatry in the news: Psychiatric Annals Vol 36(11) Nov 2006, 754.
- No authorship, i. (2006). Review of Over the Edge: How the Pursuit of Youth by Marketers and the Media Has Changed American Culture: Adolescence Vol 41(162) Sum 2006, 392-393.
- Norris, K. O. (2004). Gender Stereotypes, Aggression, and Computer Games: An Online Survey of Women: CyberPsychology & Behavior Vol 7(6) Dec 2004, 714-727.
- Noy, A., Raban, D. R., & Ravid, G. (2006). Testing social theories in computer-mediated communication through gaming and simulation: Simulation & Gaming Vol 37(2) Jun 2006, 174-194.
- Oakley, C. (1994). SMACK: A computer driven game for at-risk teens: Computers in Human Services Vol 11(1-2) 1994, 97-99.
- Ogletree, S. M., & Drake, R. (2007). College students' video game participation and perceptions: Gender differences and implications: Sex Roles Vol 56(7-8) Apr 2007, 537-542.
- Ohler, P., & Nieding, G. (2006). Why Play? An Evolutionary Perspective. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Okagaki, L., & Frensch, P. A. (1994). Effects of video game playing on measures of spatial performance: Gender effects in late adolescence: Journal of Applied Developmental Psychology Vol 15(1) Jan-Mar 1994, 33-58.
- Okagaki, L., & Frensch, P. A. (1996). Effects of video game playing on measures of spatial performance: Gender effects in late adolescence. Westport, CT: Ablex Publishing.
- O'Keefe, B. J., & Zehnder, S. (2004). Understanding media development: A framework and case study: Journal of Applied Developmental Psychology Vol 25(6) Nov-Dec 2004, 729-740.
- Okita, S. Y. (2004). Effects of Age on Associating Virtual and Embodied Toys: CyberPsychology & Behavior Vol 7(4) Aug 2004, 464-471.
- Oliver, M., & Pelletier, C. (2006). Activity theory and learning from digital games: Developing an analytical methodology. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Olney, M. (1997). A controlled study of facilitated communication using computer games. New York, NY: Teachers College Press.
- Olsen-Rando, R. A. (1994). Proposal for development of a computerized version of the Talking, Feeling, and Doing Game: Computers in Human Services Vol 11(1-2) 1994, 69-80.
- Olson, C. K. (2004). Media violence research and youth violence data: Why do they conflict? : Academic Psychiatry Vol 28(2) Sum 2004, 144-150.
- Olson, C. K., Kutner, L. A., & Warner, D. E. (2008). The role of violent video game content in adolescent development: Boys' perspectives: Journal of Adolescent Research Vol 23(1) Jan 2008, 55-75.
- Olson, C. K., Kutner, L. A., Warner, D. E., Almerigi, J. B., Baer, L., Nicholi, A. M., II, et al. (2007). Factors correlated with violent video game use by adolescent boys and girls: Journal of Adolescent Health Vol 41(1) Jul 2007, 77-83.
- O'Neil, H., & Fisher, Y.-C. (2004). A Technology to Support Leader Development: Computer Games. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Orosy-Fildes, C., & Allan, R. W. (1989). Psychology of computer use: XII. Videogame play: Human reaction time to visual stimuli: Perceptual and Motor Skills Vol 69(1) Aug 1989, 243-247.
- Osada, Y. (1999). A comment on Manabe, Kawashima, Miller, and Dooling's article: Japanese Journal of Behavior Analysis Vol 14(1) 1999, 15-16.
- Ota, K. R., & DuPaul, G. J. (2002). Task engagement and mathematics performance in children with attention-deficit hyperactivity disorder: Effects of supplemental computer instruction: School Psychology Quarterly Vol 17(3) Fall 2002, 242-257.
- Owens, J. A. (2004). The electronic sandman: The impact of the media on adolescent sleep: Sleep: Journal of Sleep and Sleep Disorders Research Vol 27(1) Feb 2004, 15-16.
- Oyen, A.-S., & Bebko, J. M. (1996). The effects of computer games and lesson contexts on children's mnemonic strategies: Journal of Experimental Child Psychology Vol 62(2) Jul 1996, 173-189.
- Palmer, J. (2000). Covert PSI in computer solitaire: Journal of Parapsychology Vol 64(2) Jun 2000, 195-211.
- Park, B. (2006). Video game play and motivation: Variation in appetitive and aversive motivational system activation as a function of virtual threat level. Dissertation Abstracts International Section A: Humanities and Social Sciences.
- Pasquier, D. (2001). Media at home: Domestic interactions and regulation. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Patel, R., & Salata, A. (2006). Using Computer Games to Mediate Caregiver-Child Communication for Children with Severe Dysarthria: Journal of Medical Speech-Language Pathology Vol 14(4) Dec 2006, 279-284.
- Paul, S. T., Messina, J. A., & Hollis, A. M. (2006). A Technology Classroom Review Tool for General Psychology: Teaching of Psychology Vol 33(4) Aut 2006, 276-279.
- Pena, J., & Hancock, J. T. (2006). An Analysis of Socioemotional and Task Communication in Online Multiplayer Video Games: Communication Research Vol 33(1) Feb 2006, 92-109.
- Pepin, M., & Dorval, M. (1988). Effects of practicing video games on two measures of spatial visualization capability: Revue Quebecoise de Psychologie Vol 9(1) 1988, 34-43.
- Peppler, K. A., & Kafai, Y. B. (2007). From SuperGoo to Scratch: Exploring creative digital media production in informal learning: Learning, Media & Technology Vol 32(2) Jun 2007, 149-166.
- Persky, S., & Blascovich, J. (2007). Immersive virtual environments versus traditional platforms: Effects of violent and nonviolent video game play: Media Psychology Vol 10(1) 2007, 135-156.
- Persky, S. J. (2004). The effect of violent game play in virtual environments on aggression: Immersive vs. Desktop Platforms. Dissertation Abstracts International: Section B: The Sciences and Engineering.
- Petzold, M. (1996). Children and teenagers on on-screen games: Results of an interview on the interaction and communication of 8-16 year old players of computer games, video games and hand-held video games: Zeitschrift fur Medienpsychologie Vol 8(4) Dec 1996, 257-272.
- Phillips, C. A., Rolls, S., Rouse, A., & Griffiths, M. D. (1995). Home video game playing in schoolchildren: A study of incidence and patterns of play: Journal of Adolescence Vol 18(6) Dec 1995, 687-691.
- Phillips, W. R. (1991). Video-game therapy: New England Journal of Medicine Vol 325(17) Oct 1991, 1256-1257.
- Picciol, M., Vigevano, F., Buttinell, C., & Trenite, D. G. A. K.-N. (2005). Do video games evoke specific types of epileptic seizures? : Epilepsy & Behavior Vol 7(3) Nov 2005, 524-530.
- Pingle, M. (1997). Sunmitting to authority: It's effect on decision-making: Journal of Economic Psychology Vol 18(1) Feb 1997, 45-68.
- Piotrowski, D. A. (2007). Factors associated with young children's home video game habits. Dissertation Abstracts International Section A: Humanities and Social Sciences.
- Pirius, L. K. (2007). Massively multiplayer online game virtual environments: A potential locale for intercultural training. Dissertation Abstracts International Section A: Humanities and Social Sciences.
- Platt, D. M., & Novak, M. A. (1997). Videostimulation as enrichment for captive rhesus monkeys (Macaca mulatta): Applied Animal Behaviour Science Vol 52(1-2) Mar 1997, 139-155.
- Pollack-Nelson, C. A. (1989). An application of game features to computer-assisted instruction: Dissertation Abstracts International.
- Pope, A. T., & Bogart, E. H. (1996). Extended attention span training system: Video game neurotherapy for attention deficit disorder: Child Study Journal Vol 26(1) 1996, 39-50.
- Porter, D. B. (1991). Computer games and cognitive processes: Two tasks, two modes, too much? : British Journal of Psychology Vol 82(3) Aug 1991, 343-357.
- Porter, D. B. (1995). Computer games: Paradigms of opportunity: Behavior Research Methods, Instruments & Computers Vol 27(2) May 1995, 229-234.
- Poznanski, M., & Thagard, P. (2005). Changing personalities: Towards realistic virtual characters: Journal of Experimental & Theoretical Artificial Intelligence Vol 17(3) Sep 2005, 221-241.
- Prendinger, H., Mori, J., & Ishizuka, M. (2005). Using human physiology to evaluate subtle expressivity of a virtual quizmaster in a mathematical game: International Journal of Human-Computer Studies Vol 62(2) Feb 2005, 231-245.
- Prislin, R., Jordan, J. A., Worchel, S., Semmer, F. T., & Shebilske, W. L. (1996). Effects of group discussion on acquisition of complex skills: Human Factors Vol 38(3) Sep 1996, 404-416.
- Provenzo, E. F., Jr. (1991). Video kids: Making sense of Nintendo. Cambridge, MA: Harvard University Press.
- Provenzo, E. F., Jr. (2000). Computing, culture, and educational studies: Educational Studies: Journal of the American Educational Studies Association Vol 31(1) 2000, 5-19.
- Pusateri, J. S. (2006). The effects of video game violence on boys' articulated thoughts of aggressive behavioral intentions. Dissertation Abstracts International: Section B: The Sciences and Engineering.
- Qin, H., Rao, P.-L., & Zhong, H.-Q. (2007). A study on factors of leading to online game addiction: Chinese Journal of Clinical Psychology Vol 15(2) Apr 2007, 155-156.
- Quaiser-Pohl, C., Geiser, C., & Lehmann, W. (2006). The relationship between computer-game preference, gender, and mental-rotation ability: Personality and Individual Differences Vol 40(3) Feb 2006, 609-619.
- Quinn, C. N. (1991). Computers for cognitive research: A HyperCard adventure game: Behavior Research Methods, Instruments & Computers Vol 23(2) May 1991, 237-246.
- Quinn, S. O. B. (2007). Important findings on an important question: PsycCRITIQUES Vol 52 (41), 2007.
- Rabbitt, P., Banerji, N., & Szymanski, A. (1989). Space Fortress as an IQ test? Predictions of learning and of practised performance in a complex interactive video-game: Acta Psychologica Vol 71(1-3) Aug 1989, 243-257.
- Raessens, J. (2006). Playful Identities, or the Ludification of Culture: Games and Culture: A Journal of Interactive Media Vol 1(1) Jan 2006, 52-57.
- Raisamo, R., Patomaki, S., Hasu, M., & Pasto, V. (2007). Design and evaluation of a tactile memory game for visually impaired children: Interacting with Computers Vol 19(2) Mar 2007, 196-205.
- Ramos, E. M. A., James, C. A., & Bear-Lehman, J. (2005). Children's computer usage: Are they at risk of developing repetitive strain injury? : Work: Journal of Prevention, Assessment & Rehabilitation Vol 25(2) 2005, 143-154.
- Raney, A. A., Smith, J. K., & Baker, K. (2006). Adolescents and the Appeal of Video Games. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Rau, P.-L. P., Peng, S.-Y., & Yang, C.-C. (2006). Time Distortion for Expert and Novice Online Game Players: CyberPsychology & Behavior Vol 9(4) Aug 2006, 396-403.
- Ravaja, N., Saari, T., Salminen, M., Laarni, J., & Kallinen, K. (2006). Phasic Emotional Reactions to Video Game Events: A Psychophysiological Investigation: Media Psychology Vol 8(4) 2006, 343-367.
- Ravaja, N., Turpeinen, M., Saari, T., Puttonen, S., & Keltikangas-Jarvinen, L. (2008). The psychophysiology of James Bond: Phasic emotional responses to violent video game events: Emotion Vol 8(1) Feb 2008, 114-120.
- Ravenscroft, A. (2007). Promoting thinking and conceptual change with digital dialogue games: Journal of Computer Assisted Learning Vol 23(6) Dec 2007, 453-465.
- Ravenscroft, A., & Matheson, M. P. (2002). Developing and evaluative dialogue games for collaborative e-learning: Journal of Computer Assisted Learning Vol 18(1) Mar 2002, 93-101.
- Raybourn, E. M. (2007). Applying simulation experience design methods to creating serious game-based adaptive training systems: Interacting with Computers Vol 19(2) Mar 2007, 206-214.
- Rayya, M. A., & Hamdi, N. (2001). The impact of using educational games strategy conducted by computer assisted instruction in acquiring the four mathematical skills for sixth grade students: Dirasat: Educational Sciences Vol 28(1) Mar 2001, 164-176.
- Readman, J., & Grantham, A. (2006). Shopping for Buyers of Product Development Expertise: How Video Games Developers Stay Ahead: European Management Journal Vol 24(4) Aug 2006, 256-269.
- Rebetez, C., & Betrancourt, M. (2007). Video game research in cognitive and educational sciences: Cognitie Creier Comportament Vol 11(1) Mar 2007, 131-142.
- Reigosa Crespo, V., Perez Abalo, M. C., Manzano Mier, M., & Antelo Cordoves, J. M. (1993). A computer system for reading assessment in Spanish-speaking school-age children: Revista Latina de Pensamiento y Lenguaje Vol 2(1) 1993-1994, 141-159.
- Resnick, H. (1986). Electronic technology and rehabilitation: A computerized simulation game for youthful offenders: Simulation & Games Vol 17(4) Dec 1986, 460-466.
- Resnick, H. (1988). "Busted," a computerised therapeutic game: Description, development, and preliminary evaluation. Oxford, England: John Wiley & Sons.
- Resnick, H. (1994). Electronic technology and rehabilitation: A computerized simulation game for youthful offenders: Computers in Human Services Vol 11(1-2) 1994, 61-67.
- Resnick, H. (1994). Introduction: Electronic technology in human service practice: Computers in Human Services Vol 11(1-2) 1994, 51-60.
- Resnick, H. (1994). Introduction: Electronic tools for education and training: Computers in Human Services Vol 11(3-4) 1994, 237-244.
- Resnick, H., & Sherer, M. (1994). Computer games in the human services: A review: Computers in Human Services Vol 11(1-2) 1994, 17-29.
- Resnick, H., & Sherer, M. (1994). Computerized games in the human services: An introduction: Computers in Human Services Vol 11(1-2) 1994, 5-16.
- Retaux, X. (2003). Presence in the environment: Theories, methodologies and applications to video games: PsychNology Journal Vol 1(3) 2003, 283-309.
- Rezaiyan, A., Mohammadi, E., & Fallah, P. A. (2007). Effect of computer game intervention on the attention capacity of mentally retarded children: International Journal of Nursing Practice Vol 13(5) Oct 2007, 284-288.
- Rheinberg, F., & Vollmeyer, R. (2003). Flow experience in a computer game under experimentally controlled conditions: Zeitschrift fur Psychologie mit Zeitschrift fur angewandte Psychologie und Sprache & Kognition Vol 211(4) 2003, 161-170.
- Ricci, K. E., Salas, E., & Cannon-Bowers, J. A. (1996). Do computer-based games facilitate knowledge acquisition and retention? : Military Psychology Vol 8(4) 1996, 295-307.
- Rice, J. W. (2007). New media resistance: Barriers to implementation of computer video games in the classroom: Journal of Educational Multimedia and Hypermedia Vol 16(3) 2007, 249-261.
- Riddick, C. C., Drogin, E. B., & Spector, S. G. (1987). The impact of videogame play on the emotional states of senior center participants: The Gerontologist Vol 27(4) Aug 1987, 425-427.
- Riesenhuber, M. (2004). An action video game modifies visual processing: Trends in Neurosciences Vol 27(2) Feb 2004, 72-74.
- Ritterfeld, U., & Weber, R. (2006). Video Games for Entertainment and Education. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Rizzo, S. (2007). CyberSightings: CyberPsychology & Behavior Vol 10(6) Dec 2007, 859-863.
- Robertson, J., & Good, J. (2003). Using a Collaborative Virtual Role-Play Environment to Foster Characterisation in Stories: Journal of Interactive Learning Research Vol 14(1) 2003, 5-29.
- Robertson, J., & Howells, C. (2008). Computer game design: Opportunities for successful learning: Computers & Education Vol 50(2) Feb 2008, 559-578.
- Robinson, M. C. (1991). Psychological factors in computer gaming: Dissertation Abstracts International.
- Robinson, T. N. (1999). Reducing children's television viewing to prevent obesity: A randomized controlled trial: JAMA: Journal of the American Medical Association Vol 282(16) Oct 1999, 1561-1567.
- Robinson, T. N., Saphir, M. N., Kraemer, H. C., Varady, A., & Haydel, K. F. (2001). Effects of reducing television viewing on children's requests for toys: A randomized controlled trial: Journal of Developmental & Behavioral Pediatrics Vol 22(3) Jun 2001, 179-184.
- Rocco, E., & Warglien, M. (1995). Computer-assisted communication and the emergence of electronic opportunism: Sistemi Intelligenti Vol 7(3) Dec 1995, 393-420.
- Rosas, R., Grau, V., Salinas, M., Correa, M., Nussbaum, M., Lopez, X., et al. (2000). Overcoming Mortal Kombat: Design and assessment of educational videogames for language and mathematics for first and second graders: Psykhe: Revista de la Escuela de Psicologia Vol 9(2) Nov 2000, 125-141.
- Rosenfeld, D. (2001). Psychotic addiction to video games. Philadelphia, PA: Whurr Publishers.
- Roubidoux, M. A. (2005). Breast Cancer Detective: A Computer Game to Teach Breast Cancer Screening to Native American Patients: Journal of Cancer Education Vol 20(1, Suppl) Fal 2005, 87-91.
- Royse, P., Lee, J., Undrahbuyan, B., Hopson, M., & Consalvo, M. (2007). Women and games: Technologies of the gendered self: New Media & Society Vol 9(4) Aug 2007, 555-576.
- Ryan, E. B. (1994). Memory for Goblins: A computer game for assessing and training working memory skill: Computers in Human Services Vol 11(1-2) 1994, 213-217.
- Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach: Motivation and Emotion Vol 30(4) Dec 2006, 347-363.
- Sabri, A. J., Ball, R. G., Fabian, A., Bhatia, S., & North, C. (2007). High-resolution gaming: Interfaces, notifications, and the user experience: Interacting with Computers Vol 19(2) Mar 2007, 151-166.
- Sakamoto, A. (2005). Video Games and the Psychological Development of Japanese Children. Greenwich, CT: IAP Information Age Publishing.
- Saklofske, J. (2007). Thoughtless play: Using William Blake to illuminate authority and agency within Grand Theft Auto: San Andreas: Games and Culture: A Journal of Interactive Media Vol 2(2) Apr 2007, 134-148.
- Salguero, R. A. T., & Moran, R. M. B. (2002). Measuring problem video game playing in adolescents: Addiction Vol 97(12) Dec 2002, 1601-1606.
- Salokoski, T., Mustonen, A., Sipari, T., & Pulkkinen, L. (2002). Computer games playing in childhood: Psykologia Vol 37(2) 2002, 128-137.
- Salonius-Pasternak, D. E., & Gelfond, H. S. (2005). The next level of research on electronic play: Potential benefits and contextual influences for children and adolescents: Human Technology: An Interdisciplinary Journal on Humans in ICT Environments Vol 1(1) Apr 2005, 5-22.
- Samoilovich, S., Riccitelli, C., Schiel, A., & Siedi, A. (1992). Attitude of schizophrenics to computer videogames: Psychopathology Vol 25(3) May-Jun 1992, 117-119.
- Sandford, R., Ulicsak, M., Facer, K., & Rudd, T. (2007). Teaching with games: Learning, Media & Technology Vol 32(1) Mar 2007, 101-105.
- Sandnes, F. E., & Aubert, A. (2007). Bimanual text entry using game controllers: Relying on users' spatial familiarity with QWERTY: Interacting with Computers Vol 19(2) Mar 2007, 140-150.
- Sanford, K., & Madill, L. (2006). Resistance through Video Game Play: It's a Boy Thing: Canadian Journal of Education Vol 29(1) 2006, 287-306.
- Satwicz, T. (2007). Technology at play: An ethnographic study of young people's video gaming practices. Dissertation Abstracts International Section A: Humanities and Social Sciences.
- Scantlin, R. M. (2000). Interactive media: An analysis of children's computer and video game use. Dissertation Abstracts International: Section B: The Sciences and Engineering.
- Schaefer, C. E., & Harrison, W. A. (2004). The effects of violent fantasy on children's aggressive behavior: Psychology and Education: An Interdisciplinary Journal Vol 41(1) 2004, 35-41.
- Scharrer, E. (2004). Virtual Violence: Gender and Aggression in Video Game Advertisements: Mass Communication and Society Vol 7(4) 2004, 393-412.
- Scharrer, E., & Leone, R. (2006). I Know You Are But What Am I? Young People's Perceptions of Varying Types of Video Game Influence: Mass Communication and Society Vol 9(3) 2006, 261-286.
- Scheirer, J., Fernandez, R., Klein, J., & Picard, R. W. (2002). Frustrating the user on purpose: A step toward building an affective computer: Interacting with Computers Vol 14(2) Feb 2002, 93-118.
- Schiefele, U., & Roussakis, E. (2006). Experimental conditions for experiencing flow in computer games: Zeitschrift fur Psychologie mit Zeitschrift fur angewandte Psychologie und Sprache & Kognition Vol 214(4) 2006, 207-219.
- Schilling, M. A. (2006). Game Not Over: Competitive Dynamics in the Video Game Industry. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Schleifer, E. (2005). Long and short-term effects of video games on impulsive responses in boys: An alternative to content-based research. Dissertation Abstracts International: Section B: The Sciences and Engineering.
- Schneider, E. F., Lang, A., Shin, M., & Bradley, S. D. (2004). Death with a Story: How Story Impacts Emotional, Motivational, and Physiological Responses to First-Person Shooter Video Games: Human Communication Research Vol 30(3) Jul 2004, 361-375.
- Schneider, L.-P., & Cornwell, T. B. (2005). Cashing in on crashes via brand placement in computer games: The effects of experience and flow on memory: International Journal of Advertising Vol 24(3) 2005, 321-343.
- Scholl, M. N. (2007). Social skills and dyadic computer game playing with autistic children. Dissertation Abstracts International: Section B: The Sciences and Engineering.
- Schoppek, W. (1991). Game and reality: Reliability and validity of behavior patterns in complex situations: Sprache & Kognition Vol 10(1) 1991, 15-27.
- Schutte, N. S., Malouff, J. M., Post-Gorden, J. C., & Rodasta, A. L. (1988). Effects of playing videogames on children's aggressive and other behaviors: Journal of Applied Social Psychology Vol 18(5) Apr 1988, 454-460.
- Schwartz, S. (1988). A comparison of componential and traditional approaches to training reading skills: Applied Cognitive Psychology Vol 2(3) Jul-Sep 1988, 189-201.
- Scott, D. (1995). The effect of video games on feelings of aggression: Journal of Psychology: Interdisciplinary and Applied Vol 129(2) Mar 1995, 121-132.
- Seay, A. F. (2007). Project massive: The social and psychological impact of online gaming. Dissertation Abstracts International: Section B: The Sciences and Engineering.
- Seif El-Nasr, M. (2007). Interaction, narrative, and drama: Creating an adaptive interactive narrative using performance arts theories: Interaction Studies: Social Behaviour and Communication in Biological and Artificial Systems Vol 8(2) 2007, 209-240.
- Sellers, M. (2006). Designing the Experience of Interactive Play. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Shaffer, D. W. (2006). Epistemic frames for epistemic games: Computers & Education Vol 46(3) Apr 2006, 223-234.
- Shapiro, K. L., & Raymond, J. E. (1989). Training of efficient oculomotor strategies enhances skill acquisition: Acta Psychologica Vol 71(1-3) Aug 1989, 217-242.
- Shapiro, M. A., Pena-Herborn, J., & Hancock, J. T. (2006). Realism, Imagination, and Narrative Video Games. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Shaw, R., Grayson, A., & Lewis, V. (2005). Inhibition, ADHD, and computer games: The inhibitory performance of children with ADHD on computerized tasks and games: Journal of Attention Disorders Vol 8(4) May 2005, 160-168.
- Shebilske, W. L., Regian, J. W., Arthur, W., & Jordan, J. A. (1992). A dyadic protocol for training complex skills: Human Factors Vol 34(3) Jun 1992, 369-374.
- Sheese, B. E., & Graziano, W. G. (2005). Deciding to Defect: The Effects of Video-Game Violence on Cooperative Behavior: Psychological Science Vol 16(5) May 2005, 354-357.
- Sherer, M. (1994). The effect of computerized simulation games on the moral development of youth in distress: Computers in Human Services Vol 11(1-2) 1994, 81-95.
- Sherer, M. (1998). The effect of computerized simulation games on the moral development of junior and senior high-school students: Computers in Human Behavior Vol 14(2) May 1998, 375-386.
- Sherry, J. L. (2001). The effects of violent video games on aggression: A meta-analysis: Human Communication Research Vol 27(3) Jul 2001, 409-431.
- Sherry, J. L. (2007). Violent Video Games and Aggression: Why Can't We Find Effects? Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Sherry, J. L., Lucas, K., Greenberg, B. S., & Lachlan, K. (2006). Video Game Uses and Gratifications as Predicators of Use and Game Preference. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Shewokis, P. A. (1997). Is the contextual interference effect generalizable to computer games? : Perceptual and Motor Skills Vol 84(1) Feb 1997, 3-15.
- Shewokis, P. A. (2003). Memory Consolidation and Contextual Interference Effects With Computer Games: Perceptual and Motor Skills Vol 97(2) Oct 2003, 581-589.
- Shimai, S., Masuda, K., & Kishimoto, Y. (1990). Influences of TV games on physical and psychological development of Japanese kindergarten children: Perceptual and Motor Skills Vol 70(3, Pt 1) Jun 1990, 771-776.
- Shimai, S., Yamada, F., Masuda, K., & Tada, M. (1993). TV game play and obesity in Japanese school children: Perceptual and Motor Skills Vol 76(3, Pt 2) Jun 1993, 1121-1122.
- Shrimpton, B., & Hurworth, R. (2005). Adventures in evaluation: Reviewing a CD-ROM based adventure game designed for young people recovering from psychosis: Journal of Educational Multimedia and Hypermedia Vol 14(3) 2005, 273-290.
- Sietsema, J. M., Nelson, D. L., Mulder, R. M., Mervau-Scheidel, D., & et al. (1993). The use of a game to promote arm reach in persons with traumatic brain injury: American Journal of Occupational Therapy Vol 47(1) Jan 1993, 19-24.
- Sigurdsson, J. F., Gudjonsson, G. H., Bragason, A. V., Kristjansdottir, E., & Sigfusdottir, I. D. (2006). The role of violent cognition in the relationship between personality and the involvement in violent films and computer games: Personality and Individual Differences Vol 41(2) Jul 2006, 381-392.
- Silvern, S. B., & Williamson, P. A. (1987). The effects of video game play on young children's aggression, fantasy, and prosocial behavior: Journal of Applied Developmental Psychology Vol 8(4) Oct-Dec 1987, 453-462.
- Simms, B. E. (1998). The effects of an educational computer game on motivation to learn basic musical skills: A qualitative study. Dissertation Abstracts International Section A: Humanities and Social Sciences.
- Simons, K. L. (1993). New technologies in simulation games: System Dynamics Review Vol 9(2) Sum 1993, 135-152.
- Sims, V. K. (1996). Domain specificity of spatial skills: The case of the expert video game player. Dissertation Abstracts International: Section B: The Sciences and Engineering.
- Sims, V. K., & Mayer, R. E. (2002). Domain specificity of spatial expertise: The case of video game players: Applied Cognitive Psychology Vol 16(1) Jan 2002, 97-115.
- Sjoberg, U. (2003). Making Sense of Screen-based Media. The Uses and Readings of Television, Computer Games, and Internet among Swedish Young People. Goteborg, Sweden: Nordicom.
- Skouteris, H., Spataro, J., & Lazaridis, M. (2006). Young children's use of a delayed video representation to solve a retrieval problem pertaining to self: Developmental Science Vol 9(5) Sep 2006, 505-517.
- Smith, B. K. (2006). The fight over video game violence: Recent developments in politics, social science, and law: Law & Psychology Review Vol 30 Spr 2006, 185-199.
- Smith, B. P. (2006). The (Computer) Games People Play. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Smith, B. P. (2007). Flow and the enjoyment of video games. Dissertation Abstracts International Section A: Humanities and Social Sciences.
- Smith, G. G. (1999). Computers, computer games, active control and spatial visualization strategy. Dissertation Abstracts International Section A: Humanities and Social Sciences.
- Smith, G. G., Morey, J., & Tjoe, E. (2007). Feature masking in computer game promotes visual imagery: Journal of Educational Computing Research Vol 36(3) 2007, 351-372.
- Smith, S. L. (2006). Perps, Pimps, and Provocative Clothing: Examining Negative Content Patterns in Video Games. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Smith, S. L., Lachlan, K., Pieper, K. M., Boyson, A. R., Wilson, B. J., Tamborini, R., et al. (2004). Brandishing guns in American media: Two studies examining how often and in what context firearms appear on television and in popular video games: Journal of Broadcasting & Electronic Media Vol 48(4) 2004, 584-606.
- Smyth, J. M. (2007). Beyond self-selection in video game play: An experimental examination of the consequences of massively multiplayer online role-playing game play: CyberPsychology & Behavior Vol 10(5) Oct 2007, 717-727.
- Sneed, C., & Runco, M. A. (1992). The beliefs adults and children hold about television and video games: Journal of Psychology: Interdisciplinary and Applied Vol 126(3) May 1992, 273-284.
- Sohn, M.-H., Douglass, S. A., Chen, M.-C., & Anderson, J. R. (2005). Characteristics of Fluent Skills in a Complex, Dynamic Problem-Solving Task: Human Factors Vol 47(4) Win 2005, 742-752.
- Song, S., & Lee, J. (2007). Key factors of heuristic evaluation for game design: Towards massively multi-player online role-playing game: International Journal of Human-Computer Studies Vol 65(8) Aug 2007, 709-723.
- Sorensen, E. (1998). Computer games: Reality or fiction? : Nordisk Psykologi Vol 50(2) May 1998, 135-150.
- Sorensen, E. (2005). Addiction to online games? When children and adolescents play too much: Psyke & Logos Vol 26(1) 2005, 137-152.
- Sorrentino, C. P. (1987). Use of the Rorschach Experience Balance statistic as a predictor of video game performance: Dissertation Abstracts International.
- Spence, J. (1988). The use of computer arcade games in behaviour management: Maladjustment & Therapeutic Education Vol 6(1) Spr 1988, 64-68.
- Spence, S. A. (1993). Nintendo hallucinations: A new phenomenological entity: Irish Journal of Psychological Medicine Vol 10(2) Jun 1993, 98-99.
- Spronck, P., Ponsen, M., Sprinkhuizen-Kuyper, I., & Postma, E. (2006). Adaptive game AI with dynamic scripting: Machine Learning Vol 63(3) Jun 2006, 217-248.
- Steen, F. F., Greenfield, P. M., Davies, M. S., & Tynes, B. (2006). What Went Wrong With The Sims Online: Cultural Learning and Barriers to Identification in a Massively Multiplayer Online Role-Playing Game. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Steinhaus, L. A., Shearer, D. E., Dustman, R. E., & Gummow, L. (1987). Cardiac reactivity to microprocessor-based television game playing in normal and hypertensive older adults: Cognitive Rehabilitation Vol 5(3) May-Jun 1987, 26-30.
- Steinkuehler, C. (2006). The Mangle of Play: Games and Culture: A Journal of Interactive Media Vol 1(3) Jul 2006, 199-213.
- Steinkuehler, C. A. (2006). Massively Multiplayer Online Video Gaming as Participation in a Discourse: Mind, Culture, and Activity Vol 13(1) 2006, 38-52.
- Steinkuehler, C. A., & Williams, D. (2006). Where Everybody Knows Your (Screen) Name: Online Games as "Third Places": Journal of Computer-Mediated Communication Vol 11(4) Jul 2006, 885-909.
- Stepansky, V. I., & Prygin, G. S. (1989). Measuring of attention redirectability in sensorimotor activity: Voprosy Psychologii No 1 Jan-Feb 1989, 132-136.
- Stettler, N., Signer, T. M., & Suter, P. M. (2004). Electronic Games and Environmental Factors Associated with Childhood Obesity in Switzerland: Obesity Research Vol 12(6) Jun 2004, 896-903.
- Stickgold, R., Malia, A., Maguire, D., Roddenberry, D., & O'Connor, M. (2000). Replaying the game: Hypnagogic images in normals and amnesics: Science Vol 290(5490) Oct 2000, 350-353.
- Stokes, P. D. (1999). Learned variability levels: Implications for creativity: Creativity Research Journal Vol 12(1) 1999, 37-45.
- Stokes, P. D., & Balsam, P. D. (2003). Effects of Early Strategic Hints on Sustained Variability Levels: Creativity Research Journal Vol 15(4) Oct 2003, 331-341.
- Stokes, P. D., & Harrison, H. M. (2002). Constraints have different concurrent effects and aftereffects on variability: Journal of Experimental Psychology: General Vol 131(4) Dec 2002, 552-566.
- Strein, W. (1987). Effects of age and visual-motor skills on preschool children's computer-game performance: Journal of Research & Development in Education Vol 20(2) Win 1987, 70-72.
- Strommen, E. F. (1993). Is it easier to hop or walk? Development issues in interface design: Human-Computer Interaction Vol 8(4) 1993, 337-352.
- Strommen, E. F., Razavi, S., & Medoff, L. M. (1992). This button makes you go up: Three-year-olds and the Nintendo controller: Applied Ergonomics Vol 23(6) Dec 1992, 409-413.
- Subrahmanyam, K., & Greenfield, P. M. (1994). Effect of video game practice on spatial skills in girls and boys: Journal of Applied Developmental Psychology Vol 15(1) Jan-Mar 1994, 13-32.
- Subrahmanyam, K., & Greenfield, P. M. (1996). Effect of video game practice on spatial skills in girls and boys. Westport, CT: Ablex Publishing.
- Subrahmanyam, K., & Greenfield, P. M. (1998). Computer games for girls: What makes them play? Cambridge, MA: The MIT Press.
- Sun, C.-T., Lin, H., & Hong Ho, C. (2006). Sharing Tips with Strangers: Exploiting Gift Culture in Computer Gaming: CyberPsychology & Behavior Vol 9(5) Oct 2006, 560-570.
- Sun, C.-W. (1994). An experimental study on the relationship between video game play and spatial ability. Dissertation Abstracts International Section A: Humanities and Social Sciences.
- Svebak, S., Knardahl, S., Nordby, H., & Aakvaag, A. (1992). Components of Type A behavior pattern as predictors of neuroendocrine and cardiovascular reactivity in challenging tasks: Personality and Individual Differences Vol 13(6) Jun 1992, 733-744.
- Swing, E. L., & Anderson, C. A. (2007). The unintended negative consequences of exposure to violent video games: International Journal of Cognitive Technology Vol 12(1) Spr 2007, 3-13.
- Szita, I., & Lorincz, A. (2006). Learning Tetris Using the Noisy Cross-Entropy Method: Neural Computation Vol 18(12) Dec 2006, 2936-2941.
- Tafalla, R. J. (2007). Gender differences in cardiovascular reactivity and game performance related to sensory modality in violent video game play: Journal of Applied Social Psychology Vol 37(9) Sep 2007, 2008-2023.
- Tamborini, R., & Skalski, P. (2006). The Role of Presence in the Experience of Electronic Games. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Tamura, T., & Ohbuchi, K.-I. (2006). An experimental study of the effects of dehumanizing labels on aggressive behavior in a versus fighting video game situation: Japanese Journal of Social Psychology Vol 22(2) Nov 2006, 165-171.
- Taylor, M. J., Baskett, M., Hughes, G. D., & Wade, S. J. (2007). Using soft systems methodology for computer game design: Systems Research & Behavioral Science Vol 24(3) May-Jun 2007, 359-368.
- Tejeiro, R. (2001). Video games addiction: A review: Adicciones Vol 13(4) 2001, 407-413.
- Telegina, T. L., & Pigareva, M. L. (1993). Changes in galvanic skin response and speech parameters in 8-sup-9 yr old children during play: Zhurnal Vysshei Nervnoi Deyatel'nosti Vol 43(1) Jan-Feb 1993, 23-30.
- Tenzer, J., & Stevens, P. (2007). GUIDE: Games with UML for interactive design exploration: Knowledge-Based Systems Vol 20(7) Oct 2007, 652-670.
- Terlecki, M. S., & Newcombe, N. S. (2005). How important is the digital divide? The relation of computer and videogame usage to gender differences in mental rotation ability: Sex Roles Vol 53(5-6) Sep 2005, 433-441.
- Tews, R. R. (2000). The effect of video games on anxiety level and heart rate in college students. Dissertation Abstracts International: Section B: The Sciences and Engineering.
- Thalemann, R., Wolfling, K., & Grusser, S. M. (2007). Specific cue reactivity on computer game-related cues in excessive gamers: Behavioral Neuroscience Vol 121(3) Jun 2007, 614-618.
- Thavikulwat, P. (1988). Emphasizing different modes of learning through a configurable business simulation game: Simulation & Games Vol 19(4) Dec 1988, 408-414.
- Tholander, J. (2005). Children's Perspectives in a Game Programming Discourse: Journal of Interactive Learning Research Vol 16(1) 2005, 51-82.
- Thomas, D., & Brown, J. S. (2007). The play of imagination: Extending the literary mind: Games and Culture: A Journal of Interactive Media Vol 2(2) Apr 2007, 149-172.
- Thomas, D. L. (1994). LIFE CHOICES: The program and its users: Computers in Human Services Vol 11(1-2) 1994, 189-202.
- Thomas, S. (2006). Pervasive learning games: Explorations of hybrid educational gamescapes: Simulation & Gaming Vol 37(1) Mar 2006, 41-55.
- Thomas-Stonell, N., McClean, M., & Dolman, L. (1991). Development of a computer-based program for training speech rate: Journal of Speech-Language Pathology and Audiology Vol 15(4) Dec 1991, 43-46.
- Thompson, K. M., & Haninger, K. (2001). Violence in E-rated video games: JAMA: Journal of the American Medical Association Vol 286(5) Aug 2001, 591-598.
- Tirre, W. C., & Raouf, K. K. (1994). Gender differences in perceptual-motor performance: Aviation, Space, and Environmental Medicine Vol 65(5, Sect 2, Suppl) May 1994, A49-A53.
- Tisa, L. G. (2006). Adolescents and video games: What i discovered about authentic learning and video games. Dissertation Abstracts International Section A: Humanities and Social Sciences.
- Towle, D., Edmans, J. A., & Lincoln, N. B. (1988). Use of computer-presented games with memory-impaired stroke patients: Clinical Rehabilitation Vol 2(4) Nov 1988, 303-307.
- Trautwein, U., Ludtke, O., & Beyer, B. (2004). Smoking Kills, Computer Games Lead to Aggressive Behavior? General and Theory-Specific Epistemological Beliefs in Students from Different Fields of Study: Zeitschrift fur Padagogische Psychologie/ German Journal of Educational Psychology Vol 18(3-4) Nov 2004, 187-199.
- Tschang, F. T., & Szczypula, J. (2006). Idea Creation, Constructivism and Evolution as Key Characteristics in the Videogame Artifact Design Process: European Management Journal Vol 24(4) Aug 2006, 270-287.
- Turing, A. M. (1997). Computing machinery and intelligence. Cambridge, MA: The MIT Press.
- Turkle, S. (1997). Constructions and reconstructions of self in virtual reality: Playing in the MUDs. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Turner, J. R. (1989). Individual differences in heart rate response during behavioral challenge: Psychophysiology Vol 26(5) Sep 1989, 497-505.
- Turner, J. R., Carroll, D., Sims, J., Hewitt, J. K., & et al. (1986). Temporal and inter-task consistency of heart rate reactivity during active psychological challenge: A twin study: Physiology & Behavior Vol 38(5) 1986, 641-644.
- Tuzun, H. (2004). Motivating learners in educational computer games. Dissertation Abstracts International Section A: Humanities and Social Sciences.
- Tuzun, H. (2007). Blending video games with learning: Issues and challenges with classroom implementations in the Turkish context: British Journal of Educational Technology Vol 38(3) May 2007, 465-477.
- Tychsen, A., Hitchens, M., Brolund, T., & Kavakli, M. (2006). Live Action Role-Playing Games: Control, Communication, Storytelling, and MMORPG Similarities: Games and Culture: A Journal of Interactive Media Vol 1(3) Jul 2006, 252-275.
- Tzeng, S.-C. (2000). Optimizing challenges and skills in the design of an educational computer game and exploring adolescents' gaming beliefs. Dissertation Abstracts International Section A: Humanities and Social Sciences.
- Uhlmann, E., & Swanson, J. (2004). Exposure to violent video games increases automatic aggressiveness: Journal of Adolescence Vol 27(1) Feb 2004, 41-52.
- Unsworth, G., Devilly, G. J., & Ward, T. (2007). The effect of playing violent video games on adolescents: Should parents be quaking in their boots? : Psychology, Crime & Law Vol 13(4) Aug 2007, 383-394.
- Unsworth, G., & Ward, T. (2001). Video games and aggressive behaviour: Australian Psychologist Vol 36(3) Nov 2001, 184-192.
- Utz, S. (2003). Social identification and interpersonal attraction in MUDs: Swiss Journal of Psychology/Schweizerische Zeitschrift fur Psychologie/Revue Suisse de Psychologie Vol 62(2) Jun 2003, 91-101.
- Vaca, P. V., & Serrano, D. R. (2007). Construction of meanings related to violent contents of video games in children aged 11 to 14: Acta Colombiana de Psicologia Vol 10(1) Jan-Jun 2007, 35-48.
- Vaculik, M. (1999). Characteristics of computer games players in adolescence: Ceskoslovenska Psychologie Vol 43(2) 1999, 165-179.
- Vaculik, M. (1999). Electronic games and aggression: Ceskoslovenska Psychologie Vol 43(5) 1999, 422-432.
- Vaculik, M. (2000). Self-esteem of computer games players in adolescence: Ceskoslovenska Psychologie Vol 44(3) 2000, 279-286.
- Vaculik, M. (2001). Players of computer games and their relationship with their parents and friends: Ceskoslovenska Psychologie Vol 45(2) 2001, 143-151.
- Valkenburg, P., & Buijzen, M. (2003). Children, Computer Games and the Internet: Netherlands' Journal of Social Sciences Vol 39(1) 2003, 23-34.
- Van den Bulck, J. (2004). Media Use and Dreaming: The Relationship Among Television Viewing, Computer Game Play, and Nightmares or Pleasant Dreams: Dreaming Vol 14(1) Mar 2004, 43-49.
- Van den Bulck, J. (2004). Television viewing, computer game playing, and Internet use and self-reported time to bed and time out of bed in secondary-school children: Sleep: Journal of Sleep and Sleep Disorders Research Vol 27(1) Feb 2004, 101-104.
- Van den Bulck, J., & Eggermont, S. (2006). Media use as a reason for meal skipping and fast eating in secondary school children: Journal of Human Nutrition and Dietetics Vol 19(2) Apr 2006, 91-100.
- Van den Bulck, J., & Van den Bergh, B. (2000). The influence of perceived parental guidance patterns on children's media use: Gender differences and media displacement: Journal of Broadcasting & Electronic Media Vol 44(3) Sum 2000, 329-348.
- Van Der Rhee, B. (2007). Competition and innovation in technology-driven markets. Dissertation Abstracts International Section A: Humanities and Social Sciences.
- Van Eck, R. N. (2000). The effect of advisement and competition on transfer, advisor use, and attitude toward mathematics using a computer-based simulation game. Dissertation Abstracts International Section A: Humanities and Social Sciences.
- Van Mierlo, J., & Van den Bulck, J. (2004). Benchmarking the cultivation approach to video game effects: A comparison of the correlates of TV viewing and game play: Journal of Adolescence Vol 27(1) Feb 2004, 97-111.
- van Reekum, C. M., Johnstone, T., Banse, R., Etter, A., Wehrle, T., & Scherer, K. R. (2004). Psychophysiological responses to appraisal dimensions in a computer game: Cognition & Emotion Vol 18(5) Aug 2004, 663-688.
- van Schie, E. G. M., & Wiegman, O. (1997). Children and videogames: Leisure activities, aggression, social integration, and school performance: Journal of Applied Social Psychology Vol 27(13) Jul 1997, 1175-1194.
- Vandeventer, S. S. (1998). Expert behavior among outstanding videogame-playing children. Dissertation Abstracts International Section A: Humanities and Social Sciences.
- VanDeventer, S. S., & White, J. A. (2002). Expert behavior in children's video game play: Simulation & Gaming Vol 33(1) Mar 2002, 28-48.
- Vandewater, E. A., Shim, M.-s., & Caplovitz, A. G. (2004). Linking obesity and activity level with children's television and video game use: Journal of Adolescence Vol 27(1) Feb 2004, 71-85.
- Vaughan, M. E. (2004). Inadvertent Script Change and Increased Propensity for Violence: The Danger of Interactive Video Games: Transactional Analysis Journal Vol 34(1) Jan 2004, 30-36.
- Vaughter, R. M. (1999). Interaction Between Gender and Technology: PsycCRITIQUES Vol 44 (6), Dec, 1999.
- Vaupel, C. A. (2002). The effects of video game playing on academic task performance and brain wave activity. Dissertation Abstracts International: Section B: The Sciences and Engineering.
- Veale, T. K. (1999). Targeting temporal processing deficits through Fast ForWordReg.: Language therapy with a new twist: Language, Speech, and Hearing Services in Schools Vol 30(4) Oct 1999, 353-362.
- Venkatraman, N., & Lee, C.-H. (2004). Preferential Linkage and Network Evolution: A Conceptual Model and Empirical Test in the U.S. Video Game Sector: Academy of Management Journal Vol 47(6) Dec 2004, 876-892.
- Virvou, M., & Katsionis, G. (2008). On the usability and likeability of virtual reality games for education: The case of VR-ENGAGE: Computers & Education Vol 50(1) Jan 2008, 154-178.
- Voiskounsky, A. E., Mitina, O. V., & Avetisova, A. A. (2004). Playing Online Games: Flow Experience: PsychNology Journal Vol 2(3) 2004, 259 - 281.
- von Salisch, M., & Bretz, H. J. (2003). Anger regulation and the use of (violent) electronic games by school-age children: Zeitschrift fur Medienpsychologie Vol 15(4) 2003, 122-130.
- von Salisch, M., Oppl, C., & Kristen, A. (2006). What Attracts Children? Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Vorderer, P., & Bryant, J. (2006). Playing video games: Motives, responses, and consequences. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Vorderer, P., Bryant, J., Pieper, K. M., & Weber, R. (2006). Playing Video Games as Entertainment. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Wainess, R. A. (2007). The effect of navigation maps on problem solving tasks instantiated in a computer-based video game. Dissertation Abstracts International Section A: Humanities and Social Sciences.
- Wake, M., Hesketh, K., & Waters, E. (2003). Television, computer use and body mass index in Australian primary school children: Journal of Paediatrics and Child Health Vol 39(2) Mar 2003, 130-134.
- Walker, M. B. (1992). Irrational thinking among slot machine players: Journal of Gambling Studies Vol 8(3) Fal 1992, 245-261.
- Walters, J., & Mavropoulou, S. (2005). Journal Monitor: Child and Adolescent Mental Health Vol 10(1) Feb 2005, 42-44.
- Wan, C.-S., & Chiou, W.-B. (2006). Psychological Motives and Online Games Addiction: A Test of Flow Theory and Humanistic Needs Theory for Taiwanese Adolescents: CyberPsychology & Behavior Vol 9(3) Jun 2006, 317-324.
- Wan, C.-S., & Chiou, W.-B. (2006). Why Are Adolescents Addicted to Online Gaming? An Interview Study in Taiwan: CyberPsychology & Behavior Vol 9(6) Dec 2006, 762-766.
- Wang, C.-C., & Chu, Y.-S. (2007). Harmonious passion and obsessive passion in playing online games: Social Behavior and Personality Vol 35(7) 2007, 997-1006.
- Wang, C. K. J., Chia, Y. H. M., Quek, J. J., & Liu, W. C. (2006). Patterns of physical activity, sedentary behaviors, and psychological determinants of physical activity among Singaporean school children: International Journal of Sport and Exercise Psychology Vol 4(3) Sep 2006, 227-249.
- Wang, J., & He, M. (2000). Investigation of personality and mental health status of electronic game addicted adolescents and youth: Chinese Mental Health Journal Vol 14(5) Sep 2000, 316.
- Wang, P., Gan, Y.-Q., & Li, M. (2006). Research on Relationship Between Tendency to Computer Game Addiction and Parental Rearing Styles in Senior High School Students: Chinese Journal of Clinical Psychology Vol 14(5) Oct 2006, 460-462.
- Washburn, D. A. (2003). Presidential address: The games psychologists play (and the data they provide): Behavior Research Methods, Instruments & Computers Vol 35(2) May 2003, 185-193.
- Weber, R., Ritterfeld, U., & Kostygina, A. (2006). Aggression and Violence as Effects of Playing Violent Video Games? Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Weber, R., Ritterfeld, U., & Mathiak, K. (2006). Does playing violent video games induce aggression? Empirical evidence of a functional magnetic resonance imaging study: Media Psychology Vol 8(1) 2006, 39-60.
- Weinstein, S. E., Quigley, K. S., & Mordkoff, J. T. (2002). Influence of control and physical effort on cardiovascular reactivity to a video game task: Psychophysiology Vol 39(5) Sep 2002, 591-598.
- Weiss, P. L., Bialik, P., & Kizony, R. (2003). Virtual Reality Provides Leisure Time Opportunities for Young Adults with Physical and Intellectual Disabilities: CyberPsychology & Behavior Vol 6(3) Jun 2003, 335-342.
- Weizsacker, G. (2003). Ignoring the rationality of others: Evidence from experimental normal-form games: Games and Economic Behavior Vol 44(1) Jul 2003, 145-171.
- Wellens, A. R., & Ergener, D. (1988). The C.I.T.I.E.S. game: A computer-based situation assessment task for studying distributed decision making: Simulation & Games Vol 19(3) Sep 1988, 304-327.
- Whang, L. S.-M., & Chang, G. (2004). Lifestyles of Virtual World Residents: Living in the On-Line Game "Lineage": CyberPsychology & Behavior Vol 7(5) Oct 2004, 592-600.
- Whitcomb, G. R. (1994). Computer games: Public domain software for human service programs: Computers in Human Services Vol 11(3-4) 1994, 351-358.
- White, B. Y. (1984). Designing computer games to help physics students understanding Newton's laws of motion: Cognition and Instruction Vol 1(1) Win 1984, 69-108.
- Wiegman, O., & van Schie, E. G. M. (1998). Video game playing and its relations with aggressive and prosocial behaviour: British Journal of Social Psychology Vol 37(3) Sep 1998, 367-378.
- Williams, D. (2005). Bridging the methodological divide in game research: Simulation & Gaming Vol 36(4) Dec 2005, 447-463.
- Williams, D. (2006). A Brief Social History of Game Play. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Williams, D. (2006). Groups and goblins: The social and civic impact of an online game: Journal of Broadcasting & Electronic Media Vol 50(4) Dec 2006, 651-670.
- Williams, D. (2006). Virtual Cultivation: Online Worlds, Offline Perceptions: Journal of Communication Vol 56(1) Mar 2006, 69-87.
- Williams, D., Ducheneaut, N., Xiong, L., Zhang, Y., Yee, N., & Nickell, E. (2006). From Tree House to Barracks: The Social Life of Guilds in World of Warcraft: Games and Culture: A Journal of Interactive Media Vol 1(4) 2006, 338-361.
- Williams, D., & Skoric, M. (2005). Internet Fantasy Violence: A Test of Aggression in an Online Game: Communication Monographs Vol 72(2) Jun 2005, 217-233.
- Williams, G. E. (2007). The effects of video gaming on adolescent eye movements during reading. Dissertation Abstracts International Section A: Humanities and Social Sciences.
- Williams, R. B., & Clippinger, C. A. (2002). Aggression, competition and computer games: Computer and human opponents: Computers in Human Behavior Vol 18(5) Sep 2002, 495-506.
- Williams, S. L. (1988). The use of video games in studying nonhuman primate behavior: Dissertation Abstracts International.
- Williamson, B. (2007). Viewpoints: Teaching and learning with games? : Learning, Media & Technology Vol 32(1) Mar 2007, 99-101.
- Willoughby, T. (2008). A short-term longitudinal study of Internet and computer game use by adolescent boys and girls: Prevalence, frequency of use, and psychosocial predictors: Developmental Psychology Vol 44(1) Jan 2008, 195-204.
- Wingrove, J., & Bond, A. J. (1998). Angry reactions to failure on a cooperative computer game: The effect of trait hostility, behavioural inhibition, and behavioural activation: Aggressive Behavior Vol 24(1) 1998, 27-36.
- Winkel, M., Novak, D. M., & Hopson, H. (1987). Personality factors, subject gender, and the effects of aggressive video games on aggression in adolescents: Journal of Research in Personality Vol 21(2) Jun 1987, 211-223.
- Wolfe, J. (1991). On the transfer of market-oriented business games to Eastern Bloc cultures: Social Science Computer Review Vol 9(2) Sum 1991, 202-214.
- Wolfe, J. (1997). The effectiveness of business games in strategic management course work: Simulation & Gaming Vol 28(4) Dec 1997, 360-376.
- Wolfe, J., & Roge, J. N. (1997). Computerized general management games as strategic management learning environments: Simulation & Gaming Vol 28(4) Dec 1997, 423-441.
- Wolfson, S., & Case, G. (2000). The effects of sound and colour on responses to a computer game: Interacting with Computers Vol 13(2) Dec 2000, 183-192.
- Wood, L. E., & Stewart, P. W. (1987). Improvement of practical reasoning skills with a computer game: Journal of Computer-Based Instruction Vol 14(2) Spr 1987, 49-53.
- Wood, R. T. A., Griffiths, M. D., Chappell, D., & Davies, M. N. O. (2004). The Structural Characteristics of Video Games: A Psycho-Structural Analysis: CyberPsychology & Behavior Vol 7(1) Jan 2004, 1-10.
- Wood, R. T. A., Griffiths, M. D., & Eatough, V. (2004). Online Data Collection from Video Game Players: Methodological Issues: CyberPsychology & Behavior Vol 7(5) Oct 2004, 511-518.
- Wood, R. T. A., Griffiths, M. D., & Parke, A. (2007). Experiences of time loss among videogame players: An empirical study: CyberPsychology & Behavior Vol 10(1) Feb 2007, 38-44.
- Wood, R. T. A., Gupta, R., Derevensky, J. L., & Griffiths, M. (2004). Video Game Playing and Gambling in Adolescents: Common Risk Factors: Journal of Child & Adolescent Substance Abuse Vol 14(1) 2004, 77-100.
- Worchel, S., Shebilske, W. L., Jordan, J. A., & Prislin, R. (1997). Competition and performance on a computer-based complex perceptual-motor task: Human Factors Vol 39(3) Sep 1997, 410-416.
- Wright, J. C., Huston, A. C., Vandewater, E. A., Bickham, D. S., Scantlin, R. M., Kotler, J. A., et al. (2001). American children's use of electronic media in 1997: A national survey: Journal of Applied Developmental Psychology Vol 22(1) 2001, 31-47.
- Wright, J. C., Huston, A. C., Vandewater, E. A., Bickham, D. S., Scantlin, R. M., Kotler, J. A., et al. (2002). American children's use of electronic media in 1997: A national survey. Westport, CT: Praeger Publishers/Greenwood Publishing Group.
- Xia, C. (1998). Decision-making factors in Go expertise. Dissertation Abstracts International: Section B: The Sciences and Engineering.
- Xuan, Z., Min, X., Xiao-Qing, H., Shao-Hua, G., & Quan-Quan, Z. (2006). Computer Game Addiction of the Undergraduates and Its Influential Factors: Chinese Journal of Clinical Psychology Vol 14(2) Apr 2006, 150-152.
- Yang, M., Roskos-Ewoldsen, D. R., Dinu, L., & Arpan, L. M. (2006). The Effectiveness of "In-Game" Advertising: Comparing College Students' Explicit and Implicit Memory for Brand Names: Journal of Advertising Vol 35(4) Win 2006, 143-152.
- Yang, Z. (2005). Research on the Correlation between Life Events and Video Game Addiction in Junior Middle School Students: Chinese Journal of Clinical Psychology Vol 13(2) May 2005, 182, 192-193.
- Yannakakis, G. N., & Hallam, J. (2007). Towards optimizing entertainment in computer games: Applied Artificial Intelligence Vol 21(10) Nov 2007, 933-971.
- Yee, N. (2006). The Labor of Fun: How Video Games Blur the Boundaries of Work and Play: Games and Culture: A Journal of Interactive Media Vol 1(1) Jan 2006, 68-71.
- Yee, N. (2006). Motivations for Play in Online Games: CyberPsychology & Behavior Vol 9(6) Dec 2006, 772-774.
- Yelland, N., & Lloyd, M. (2001). Virtual kids of the 21st century: Understanding the children in schools today: Information Technology in Childhood Education Annual Vol 13 2001, 175-192.
- Yi, S. H., & Lee, S. E. (1997). Video game experience and children's abilities of self-control and visual information processing: Korean Journal of Child Studies Vol 18(2) Nov 1997, 105-120.
- Yildir, I. (2006). Group motivation and performance indicators in an online team role playing game. Dissertation Abstracts International Section A: Humanities and Social Sciences.
- Yilmaz, L., Oren, T., & Aghaee, N.-G. (2006). Intelligent agents, simulation, and gaming: Simulation & Gaming Vol 37(3) Sep 2006, 339-349.
- Yu, H.-S. (2003). Effects of success and failure in interpersonal competition in violent and nonviolent video games on players' affect and self-ascribed toughness. Dissertation Abstracts International Section A: Humanities and Social Sciences.
- Yuji, H. (1996). Computer games and information-processing skills: Perceptual and Motor Skills Vol 83(2) Oct 1996, 643-647.
- Yussen, S. R. (1996). Review of Minds in Play: Computer Game Design as a Context for Children's Learning: PsycCRITIQUES Vol 41 (12), Dec, 1996.
- Zackariasson, P., Styhre, A., & Wilson, T. L. (2006). Phronesis and Creativity: Knowledge Work in Video Game Development: Creativity and Innovation Management Vol 15(4) Dec 2006, 419-429.
- Zagal, J. P., Rick, J., & Hsi, I. (2006). Collaborative games: Lessons learned from board games: Simulation & Gaming Vol 37(1) Mar 2006, 24-40.
- Zehnder, S. M., & Lipscomb, S. D. (2006). The Role of Music in Video Games. Mahwah, NJ: Lawrence Erlbaum Associates Publishers.
- Zheng, H., Ming-Yi, Q., Chun-Li, Y., Jing, N., Jing, D., & Xiao-Yun, Z. (2006). Correlated Factors Comparison: The Trends of Computer Game Addiction and Internet Relationship Addiction: Chinese Journal of Clinical Psychology Vol 14(3) Jun 2006, 244-247.
- Zhou, Q. (1993). A distributive model of playing the game Link-Five and its computer implementation: IEEE Transactions on Systems, Man, & Cybernetics Vol 23(3) May-Jun 1993, 897-900.
- ↑ Entertainment Software Association (January 26, 2005). Computer and Video Game Software Sales Reach Record $7.3 Billion in 2004. Press release. Retrieved on 2006-10-15.