Life on the Screen: Identity in the Age of the Internet
Life on the Screen: Identity in the Age of the Internet
Presence: Teleoperators and Virtual Environments - Special issue: Virtual heritage
Distinguishing addiction and high engagement in the context of online game playing
Computers in Human Behavior
Coordinating joint activity in avatar-mediated interaction
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Virtual "Third Places": A Case Study of Sociability in Massively Multiplayer Games
Computer Supported Cooperative Work
The role of metacognitions in problematic Internet use
Computers in Human Behavior
Cross-modal compensation between name and visual aspect in socially active avatars
Computers in Human Behavior
Computers in Human Behavior
Cognitive-bias toward gaming-related words and disinhibition in World of Warcraft gamers
Computers in Human Behavior
Enhancing one life rather than living two: Playing MMOs with offline friends
Computers in Human Behavior
Naming virtual identities: patterns and inspirations for character names in world of warcraft
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
A cognitive-behavioral model of problematic online gaming in adolescents aged 12-22years
Computers in Human Behavior
A virtual training tool for giving talks
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Internet addiction in students: Prevalence and risk factors
Computers in Human Behavior
The attraction of online games: An important factor for Internet Addiction
Computers in Human Behavior
Problematizing excessive online gaming and its psychological predictors
Computers in Human Behavior
Understanding of computers and procrastination: A philosophical approach
Computers in Human Behavior
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The current study examined problematic Internet use (PIU) among people who play MMO games and sought to determine whether aspects of the MMO experience are useful predictors of PIU. The study sought to determine whether game-related variables could predict PIU scores after accounting for their relationships with psychosocial well-being. Novel methods allowed us, for the first time, to connect in-game behaviors with survey results of over 4000 MMO players. The results revealed that MMO gaming variables contributed a substantively small, but statistically significant amount of explained variance to PIU scores.