中文部分
Our Mobile Planet 智慧型手機研究報告(2013年5月)。【線上論壇】。Google。取自http://think.withgoogle.com/mobileplanet/zh-tw/downloads
王智弘(2008)。網路成癮的成因分析與輔導策略。輔導季刊,44(1),1-12。江文慈(2013)。i時代的身心健康隱憂:低頭族症候群。諮商與輔導,330,17-20。何振珮、朱正一(2012)。國中生網路成癮傾向與身心健康、學業成績之相關性研究。志為護理,11(5),58-68。沈蕙柔(2013)。智慧型手機使用行為及其使用者特質之相關研究(未出版之碩士論文)。國立彰化師範大學,彰化。林旻沛(2012)。這些年,我們一起關心的網路成癮:漫談網路成癮的定義、衡鑑及心理治療。臨床心理通訊,50,10-18。
吳明隆(2008)。SPSS操作與應用:多變量分析實務。台北市:五南。
吳明隆(2010)。SPSS操作與應用:問卷統計分析實務。台北市:五南。
吳淑芳(2006)。國外量表之兩階段翻譯及信、效度測試。護理雜誌,53(1),65-71。邱皓政(2010)。量化研究與統計分析:SPSS(PASW)資料分析範例解析。台北市:五南。
胡夢蕾(2008)。我國技專院校餐旅管理科系學生人格特質、創業環境與創業態度之研究。餐旅暨家政期刊,5(4),349-375。
張高賓(2009)。父母教養態度、家庭心理環境與青少年網路成癮之相關研究。家庭教育與諮商學刊,6,93-117。張正杰、施美雲(2015)。高中職學生手機使用行為與手機成癮傾向之研究。教育傳播與科技研究,110,41-62。許崇憲(2008)。大學新生心理健康影響因素的性別差異。中華輔導與諮商學報,23,45-80。許韶玲、施香如(2013)。網路成癮是一種心理疾病嗎?從實證與論述文獻的脈絡檢視。教育心理學報,44(4),773-792。教育部(2011)。校園攜帶行動電話使用規範原則 【電子郵件清單訊息】。取自
http://www.hla.hlc.edu.tw/a210/life/1000906(%E6%95%99%E8%82%B2%E9%8
3%A8)%20%20%E6%A0%A1%E5%9C%92%E6%94%9C%E5%B8%B6%E8%A1%8C
%E5%8B%95%E9%9B%BB%E8%A9%B1%E4%BD%BF%E7%94%A8%E8%A6%8F%
E7%AF%84%E5%8E%9F%E5%89%87%20.doc.pdf.pdf
陳李綢(2014)。中學生正向心理健康量表之編制研究。教育研究與發展期刊,10(4),1-12。陳淑惠、翁儷禎、蘇逸人、吳和懋、楊品鳳(2003)。中文網路成癮量表之編制與心理計量特性研究。中華心理學刊,45(3),279-294。黃禎貞、林世華(2010)。台灣與美國青少年心理健康泛文化比較之研究。中華心理衛生學刊,23(3),465-491。楊志偉、羅中廷(2006)。青少年網路成癮:病例報告。臺灣家庭醫學雜誌,16(1),64-71。蕭佳純、董旭英(2011)。TEPS資料庫中國中生心理健康情形之縱貫性分析。諮商輔導學報:高師輔導所刊,23,75-97。謝龍卿(2004)。青少年網路使用與網路成癮現象之相關研究。臺中師院學報,18(2),19-44。戴秀津、楊美賞、顏正芳(2004)。台灣南部青少年網路成癮及其對身心健康影響之探討。慈濟醫學雜誌,16(4),241-248。英文部分
Adams, G. R., Gullotta, T., & Clancy, M. A. (1985). Homeless adolescents: A
descriptive study of similarities and differences between runaways and
throwaways. Adolescence, 20(79), 715-724.
Adelson, J. (1980). Handbook of adolescent psychology. New York, NY: Wiley.
Adelson, J., & Doehrman, M. J. (1980). The psychodynamic approach to
adolescence. In Adelson, J. (Ed.), Handbook of adolescent psychology (pp. 99-
116). New York, NY: Wiley.
Afifi, M. (2007). Gender differences in mental health. Singapore Medical
Journal, 48(5), 385-391.
Allison, S. E., von Wahlde, L., Shockley, T., & Gabbard, G. O. (2006). The
development of the self in the era of the Internet and role-playing fantasy games.
The American Journal of Psychiatry, 163(3), 381-385.
Arias-Carrión, Ó., & Pöppel, E. (2007). Dopamine, learning, and reward-seeking behavior. Acta Neurobiologiae Experimentalis, 67(4), 481-488.
American Psychiatric Association. (2013). The Diagnostic and Statistical Manual of Mental Disorders: DSM-5. Arlington, VA: American Psychiatric Association.
Amichai-Hamburger, Y., & Ben-Artzi, E. (2003). Loneliness and Internet use. Computers in Human Behavior, 19(1), 71-80.
Andereassen, C. S., Torsheim, T., Brunborg, G. S., & Pallesen, S. (2012). Development of a Facebook addiction scale 1, 2. Psychological Reports, 110(2), 501-517.
Armstrong, L., Phillips, J. G., & Saling, L. L. (2000). Potential determinants of heavier Internet usage. International Journal of Human-Computer Studies, 53(4), 537-550.
Bachman, J. G. (1970). Youth in transition: The impact of family background and intelligence on tenth-grade boys. Ann Arbor, MI: Institute for Social Research.
Batthyany, D., Müller, K. W., Benker, F., & Woelfling, K. (2008). Computer game playing: Clinical characteristics of dependence and abuse among adolescents. Wiener Klinische Wochenschrift, 121(15-16), 502-509. doi: 10.1007/s00508-009-1198-3
Beard, K. W. (2005). Internet addiction: A review of current assessment techniques and potential assessment questions. CyberPsychology & Behavior, 8(1), 7-14. doi: 10.1089/cpb.2005.8.7.
Beard, K. W. (2008). Internet addiction in children and adolescents. In Yarnall, C. B. (Ed.), Computer Science Research Trends (pp. 59-70). Hauppauge, NY: Nova Publishers.
Beard, K. W., & Wolf, E. M. (2001). Modification in the proposed diagnostic criteria for Internet addiction. CyberPsychology & Behavior, 4(3), 377-383. doi: 10.1089/109493101300210286
Benson, P. L., & Scales, P. C. (2009). The definition and preliminary measurement of thriving in adolescence. The Journal of Positive Psychology, 4(1), 85-104. doi: 10.1080/17439760802399240
Bernardi, S., & Pallanti, S. (2009). Internet addiction: A descriptive clinical study focusing on comorbidities and dissociative symptoms. Comprehensive Psychiatry, 50(6), 510-516. doi: 10.1016/j.comppsych.2008.11.011
Bessière, K., Seay, A. F., & Kiesler, S. (2007). The ideal elf: Identity exploration in World of Warcraft. CyberPsychology & Behavior, 10(4), 530-535. doi: 10.1089/cpb.2007.9994
Billieux, J., Van der Linden, M., Achab, S., Khazaal, Y., Paraskevopoulos, L., Zullino, D., & Thorens, G. (2013). Why do you play World of Warcraft? An in-depth exploration of self-reported motivations to play online and in-game behaviours in the virtual world of Azeroth. Computers in Human Behavior, 29(1), 103-109.
Blinka, L. (2008). The relationship of players to their avatars in MMORPGs: Differences between adolescents, emerging adults and adults. Cyberpsychology: Journal of Psychosocial Research on Cyberspace, 2(1), 1-9.
Black, D. W., Belsare, G., & Schlosser, S. (1999). Clinical features, psychiatric comorbidity, and health-related quality of life in persons reporting compulsive computer use behavior. The Journal of Clinical Psychiatry, 60(12), 839-844.
Block, J. J. (2008). Issues for DSM-V: Internet addiction. The American Journal of Psychiatry, 165, 306-307. doi: 10.1176/appi.ajp.2007.07101556
Bolognini, M., Plancherel, B., Bettschart, W., & Halfon, O. (1996). Self-esteem and mental health in early adolescence: Development and gender differences. Journal of Adolescence, 19(3), 233-245. doi: 10.1006/jado.1996.0022
Brack, C. J., Orr, D. P., & Ingersoll, G. (1988). Pubertal maturation and adolescent self-esteem. Journal of Adolescent Health Care, 9(4), 280-285. doi: 10.1016/0197-0070(88)90250-1
Bradley, S. J. (2003). Affect regulation and the development of psychopathology. New York, NY: Guilford.
Bromley, E., Johnson, J. G., & Cohen, P. (2006). Personality strengths in adolescence and decreased risk of developing mental health problems in early adulthood. Comprehensive Psychiatry, 47(4), 315-324. doi: 10.1016/j.comppsych.2005.11.003
Campbell, J., Greenauer, N., Macaluso, K., & End, C. (2007). Unrealistic optimism in internet events. Computers in Human Behavior, 23(3), 1273-1284. doi: 10.1016/j.chb.2004.12.005
Cao, F. L, Su, L. Y., Liu, T. Q., & Gao, X. P. (2007). The relationship between impulsivity and Internet addiction in a sample of Chinese adolescents. European Psychiatry, 22(7), 466-471. doi:10.1016/j.eurpsy.2007.05.004
Caplan, S. E. (2007). Relations among loneliness, social anxiety, and problematic internet use. CyberPsychology & Behavior, 10(2), 234-242. doi: 10.1089/cpb.2006.9963
Caplan, S. E., Williams, D., & Yee, N. (2009). Problematic internet use and
psychosocial well-being among MMO players. Computers in Human Behavior,
25(6), 1312-1319.
CBC News. (2013, January 21). In-app purchasing and $3000 iTunes bill stun mom.
[News article]. Retrieved from http://www.cbc.ca/news/canada/newfoundland-
labrador/in-app-purchasing-and-3-000-itunes-bill-stun-mom-1.1342843
Ceyhan, A. A., & Ceyhan, E. (2008). Loneliness, depression, and computer self-efficacy as predictors of problematic internet use. CyberPsychology & Behavior, 11(6), 699-701.
Chan, P. A., & Rabinowitz, T. (2006). A cross-sectional analysis of video games and attention deficit hyperactivity disorder symptoms in adolescents. Annals of General Psychiatry, 5(16), 1-10. doi: 10.1186/1744-859X-5-16
Chiu, S. I., Lee, J. Z., & Huang, D. H. (2004). Video game addiction in children and
teenagers in Taiwan. CyberPsychology & Behavior, 7(5), 571-581. doi:
10.1089/cpb.2004.7.571
Chou, T. J., & Ting, C. C. (2003). The role of flow experience in cyber-game
addiction. CyberPsychology & Behavior, 6(6), 663-675. doi:
10.1089/109493103322725469
Christensen, C., & Prax, P. (2012). Assemblage, adaptation and apps: Smartphones
and mobile gaming. Continuum: Journal of Media & Cultural Studies, 26(5),
731-739. doi: 10.1080/10304312.2012.706461
CNN. (2015, January 21). Gaming to death: What turns a hobby into a health hazard?
[News article]. Retrieved from
http://edition.cnn.com/2015/01/21/opinion/gaming-addiction-risks/
Cohen, J., Cohen, P., West, S. G., & Aiken, L. S. (2013). Applied multiple
regression/correlation analysis for the behavioral sciences. Mahwah, NJ:
Routledge.
Cole, H., & Griffiths, M. D. (2007). Social interactions in massively multiplayer
online role-playing gamers. CyberPsychology & Behavior, 10(4), 575-583. doi:
10.1089/cpb.2007.9988
Cole, P. M., Michel, M. K., & Teti, L. O. D. (1994). The development of emotion
regulation and dysregulation: A clinical perspective. Monographs of the Society
for Research in Child Development, 59(2-3), 73-102. doi: 10.1111/j.1540-
5834.1994.tb01278.x
Collier, R. (2009). Internet addiction: New-age diagnosis or symptom of age-old
problem? Canadian Medical Association Journal, 181(9), 575-576.
Collins, W. A., & Laursen, B. (2004). Changing relationships, changing youth:
Interpersonal contexts of adolescent development. The Journal of Early
Adolescence, 24(1), 55-62. doi: 10.1177/0272431603260882
Collishaw, S., Maughan, B., Goodman, R., & Pickles, A. (2004). Time trends in
adolescent mental health. Journal of Child Psychology and Psychiatry, 45(8),
1350-1362. doi: 10.1111/j.1469-7610.2004.00335.x
Cooper, A. (1998). Sexuality and the Internet: Surfing into the new millennium.
CyberPsychology & Behavior, 1(2), 187-193.
Cooper, C. R. (1994). Cultural perspectives on continuity and change in adolescents'
relationships. In Montemayor, R., Adams, G. R., & Gullotta, T. P. (Eds.),
Personal Relationships During Adolescence (pp. 78-100). Thousand Oaks, CA:
Sage.
Darling, N., & Steinberg, L. (1993). Parenting style as context: An integrative
model. Psychological Bulletin, 113(3), 487-496. doi: 10.1037/0033-
2909.113.3.487
Davis, R. A. (2001). A cognitive-behavioral model of pathological internet use.
Computers in Human Behavior, 17(2), 187-195.
Dearing, K. F., Hubbard, J. A., Ramsden, S. R., Parker, E. H., Relyea,
N., …Flanagan, K. D.(2002). Children's self reports about anger regulation:
Direct and indirect links to social preference and aggression. Merrill-Palmer
Quarterly, 48(3), 308-336.
Dejoie, J. F. (2001). Internet addiction: A different kind of addiction? Revue Medicale
de Liege, 56(7), 523-530.
Dell'Osso, B., Hadley, S., Allen, A., Baker, B., Chaplin, W. F., & Hollander, E.
(2008). Escitalopram in the treatment of impulsive-compulsive internet usage
disorder: An open-label trial followed by a double-blind discontinuation
phase. Journal of Clinical Psychiatry, 69(3), 452-456.
Demetrovics, Z., Urbán, R., Nagygyörgy, K., Farkas, J., Griffiths, M. D., Pápay,
O., ...Oláh, A. (2012). The development of the problematic online gaming
questionnaire (POGQ). PloS One, 7(5), e36417. doi:
10.1371/journal.pone.0036417
Derlega, V. J., & Janda, L. H. (1986). Personal adjustment: The psychology of
everyday life. Glenview, IL: Scott Foresman & Company.
Desai, R. A., Krishnan-Sarin, S., Cavallo, D., & Potenza, M. N. (2010). Video-
gaming among high school students: Health correlates, gender differences, and
problematic gaming. Pediatrics, 126(6), e1414-e1424. doi: 10.1542/peds.2009-
2706
Di Chiara, G. (2000). Role of dopamine in the behavioural actions of nicotine related
to addiction. European Journal of Pharmacology, 393(1), 295-314.
Dishion, T. J., & Loeber, R. (1985). Adolescent marijuana and alcohol use: The role
of parents and peers revisited. The American Journal of Drug and Alcohol
Abuse, 11(1-2), 11-25. doi: 10.3109/00952998509016846
Dong, G., Huang, J., & Du, X. (2011). Enhanced reward sensitivity and decreased
loss sensitivity in Internet addicts: An fMRI study during a guessing
task. Journal of Psychiatric Research, 45(11), 1525-1529.
Du, Y. S., Jiang, W., & Vance, A. (2010). Longer term effect of randomized,
controlled group cognitive behavioural therapy for Internet addiction in
adolescent students in Shanghai. Australian and New Zealand Journal of
Psychiatry, 44(2), 129-134. doi: 10.3109/00048670903282725
Dweck, C. S., Davidson, W., Nelson, S., & Enna, B. (1978). Sex differences in
learned helplessness: II. The contingencies of evaluative feedback in the
classroom and III. An experimental analysis. Developmental Psychology, 14(3),
268-276. doi: 10.1037/0012-1649.14.3.268
Dworak, M., Schierl, T., Bruns, T., & Strüder, H. K. (2007). Impact of singular
excessive computer game and television exposure on sleep patterns and memory
performance of school-aged children. Pediatrics, 120(5), 978-985.
Elkind, D., & Bowen, R. (1979). Imaginary audience behavior in children and
adolescents. Developmental Psychology, 15(1), 38-44. doi: 10.1037/0012-1649.15.1.38
Ellison, N. B. (2007). Social network sites: Definition, history, and scholarship.
Journal of Computer‐Mediated Communication, 13(1), 210-230.
Ellison, N. B., Steinfield, C., & Lampe, C. (2007). The benefits of Facebook
“friends:” Social capital and college students’ use of online social network
sites. Journal of Computer‐Mediated Communication, 12(4), 1143-1168.
Erwin, B. A., Turk, C. L., Heimberg, R. G., Fresco, D. M., & Hantula, D. A. (2004).
The Internet: Home to a severe population of individuals with social anxiety
disorder? Journal of Anxiety Disorders, 18(5), 629-646.
Festl, R., Scharkow, M., & Quandt, T. (2013). Problematic computer game use among
adolescents, younger and older adults. Addiction, 108(3), 592-599.
Fincham, F. D., & Bradbury, T. N. (1987). The impact of attributions in marriage: A
longitudinal analysis. Journal of Personality and Social Psychology, 53(3), 510-
517. doi: 10.1037/0022-3514.53.3.510
Fisher, S. (1994). Identifying video game addiction in children and adolescents.
Addictive Behaviours, 19(5), 545-553.
Forehand, R. (1977). Child compliance to parental requests: Behavioral analysis and
treatment. In Hersen, M., Eisler, R. M., & Miller, P. M. (Eds.), Progress in
Behavior Modification (pp. 111-147). New York, NY: Academic Press.
Furman, W., Simon, V. A., Shaffer, L., & Bouchey, H. A. (2002). Adolescents’
working models and styles for relationships with parents, friends, and romantic
partners. Child Development, 73(1), 241-255. doi: 10.1111/1467-8624.00403
Fuster, H., Carbonell, X., Chamarro, A., & Oberst, U. (2013). Interaction with the
game and motivation among players of massively multiplayer online role-
playing games. The Spanish Journal of Psychology, 16(e43), 1-8.
doi: 10.1017/sjp.2013.54
Gibb, B. E., Alloy, L. B., Abramson, L. Y., Rose, D. T., Whitehouse, W. G.,
Donovan, P., ... & Tierney, S. (2001). History of childhood maltreatment,
negative cognitive styles, and episodes of depression in adulthood. Cognitive
Therapy and Research, 25(4), 425-446. doi: 10.1023/A:1005586519986
Gillham, J., & Reivich, K. (2004). Cultivating optimism in childhood and
adolescence. The Annals of the American Academy of Political and Social
Science, 591(1), 146-163. doi: 10.1177/0002716203260095
Gladstone, T. R., & Kaslow, N. J. (1995). Depression and attributions in children and
adolescents: A meta-analytic review. Journal of Abnormal Child
Psychology, 23(5), 597-606. doi: 10.1007/BF01447664
Griffiths, M. D. (2000). Excessive internet use: Implications for sexual behavior.
CyberPsychology & Behavior, 3(4), 537-552.
Griffiths, M. D. (2001). Sex on the Internet: Observations and implications for
Internet sex addiction. Journal of Sex Research, 38(4), 333-342.
Griffiths, M. D. (2003). Internet gambling: Issues, concerns, and
recommendations. CyberPsychology & Behavior, 6(6), 557-568.
Griffiths, M. D. (2010). The role of context in online gaming excess and addiction:
Some case study evidence. International Journal of Mental Health and
Addiction, 8(1), 119-125.
Griffiths, M. D., & Barnes, A. (2008). Internet gambling: An online empirical study
among student gamblers. International Journal of Mental Health and Addiction,
6(2), 194-204.
Griffiths, M. D., & Meredith, A. (2009). Videogame addiction and its treatment. Journal of Contemporary Psychotherapy, 39(4), 247-253. doi: 10.1007/s10879-009-9118-4
Griffiths, M. D., Davies, M. N., & Chappell, D. (2003). Breaking the stereotype: The case of online gaming. CyberPsychology & Behavior, 6(1), 81-91. doi: 10.1089/109493103321167992
Griffiths, M. D., Davies, M. N., & Chappell, D. (2004). Online computer gaming: A
comparison of adolescent and adult gamers. Journal of Adolescence, 27(1), 87-
96.
Griffiths, M. D., King, D. L., & Demetrovics, Z. (2014). DSM-5 internet gaming
disorder needs a unified approach to assessment. Neuropsychiatry, 4(1), 1-4.
Griffiths, M. D., & Parke, J. (2002). The social impact of internet gambling. Social
Science Computer Review, 20(3), 312-320.
Greenfield, D. N. (1999). Psychological characteristics of compulsive internet use: A
preliminary analysis. CyberPsychology & Behavior, 2(5), 403-412.
Ha, J. H., Yoo, H. J., Cho, I. H., Chin, B., Shin, D., & Kim, J. H. (2006). Psychiatric
comorbidity assessed in Korean children and adolescents who screen positive for
Internet addiction. Journal of Clinical Psychiatry, 67(5), 821-826. doi:
10.4088/JCP.v67n0517
Han, D. H., Hwang, J. W., & Renshaw, P. F. (2010). Bupropion sustained release
treatment decreases craving for video games and cue-induced brain activity in
patients with Internet video game addiction. Experimental and Clinical
Psychopharmacology, 18(4), 297-304.
Han, D. H., Lee, Y. S., Na, C., Ahn, J. Y., Chung, U. S., Daniels, M. A., ... &
Renshaw, P. F. (2009). The effect of methylphenidate on Internet video game
play in children with attention-deficit/hyperactivity disorder. Comprehensive
Psychiatry, 50(3), 251-256. doi: 10.1016/j.comppsych.2008.08.011
Han, D. H., Lee, Y. S., Yang, K. C., Kim, E. Y., Lyoo, I. K., & Renshaw, P. F.
(2007). Dopamine genes and reward dependence in adolescents with excessive
internet video game play. Journal of Addiction Medicine, 1(3), 133-138. doi:
10.1097/ADM.0b013e31811f465f
Harter, S. (1993). Causes and consequences of low self-esteem in children and
adolescents. In Baumeister, R. F. (Ed.), Self-esteem: The Puzzle of Low Self-
Regard (pp. 87-116). New York, NY: Springer US. doi: 10.1007/978-1-4684-
8956-9_5
Hartup, W. W. (1993). Adolescents and their friends. New Directions for Child and
Adolescent Development, 1993(60), 3-22. doi: 10.1002/cd.23219936003
Hartwell, K. J., Tolliver, B. K., & Brady, K. T. (2009). Biologic commonalities
Between mental illness and addiction. Primary Psychiatry, 16(8), 33-39.
Hoeft, F., Watson, C. L., Kesler, S. R., Bettinger, K. E., & Reiss, A. L. (2008).
Gender differences in the mesocorticolimbic system during computer game-
play. Journal of Psychiatric Research, 42(4), 253-258.
Hollander, E. (2006). Behavioral and substance addictions: A new proposed DSM-V
category characterized by impulsive choice, reward sensitivity, and fronto-
striatal circuit impairment. CNS Spectrums, 11(11), 814-815.
Howell, A. J. (2009). Flourishing: Achievement-related correlates of students’ well-
being. The Journal of Positive Psychology, 4(1), 1-13. doi:
10.1080/17439760802043459
Hsu, S. H., Wen, M. H., & Wu, M. C. (2009). Exploring user experiences as
predictors of MMORPG addiction. Computers & Education, 53(3), 990-999.
Huizinga, J. (1938). Homo ludens: A study of the play-element in culture. Boston, MA: Beacon.
Hussain, Z., & Griffiths, M. D. (2009). The attitudes, feelings, and experiences of online gamers: A qualitative analysis. CyberPsychology & Behavior, 12(6), 747-753. doi: 10.1089/cpb.2009.0059
Inazu, J. K., & Fox, G. L. (1980). Maternal influence on the sexual behavior of teen-age daughters: Direct and indirect sources. Journal of Family Issues, 1(1), 81-102.
İskender, M., & Akin, A. (2010). Social self-efficacy, academic locus of control, and internet addiction. Computers & Education, 54(4), 1101-1106.
Jahoda, M. (1958). Current concepts of positive mental health. New York, NY: Basic Books.
Jeong, E. J., & Kim, D. H. (2011). Social activities, self-efficacy, game attitudes, and game addiction. Cyberpsychology, Behavior, and Social Networking, 14(4), 213-221. doi: 10.1089/cyber.2009.0289
Joiner Jr, T. E., & Wagner, K. D. (1996). Parental, child-centered attributions and outcome: A meta-analytic review with conceptual and methodological implications. Journal of Abnormal Child Psychology, 24(1), 37-52. doi: 10.1007/BF01448372
Karaiskos, D., Tzavellas, E., Balta, G., & Paparrigopoulos, T. (2010). P02-232-Social network addiction: A new clinical disorder? European Psychiatry, 25(1), 855. doi: 10.1016/S0924-9338(10)70846-4
Kardefelt-Winther, D. (2014). Meeting the unique challenges of assessing internet gaming disorder. Addiction, 109(9), 1568-1570. doi: 10.1111/add.12645
Kawash, G. F. (1982). A structural analysis of self‐esteem from pre‐adolescence through young adulthood: Anxiety and extraversion as agents in the development of self‐esteem. Journal of Clinical Psychology, 38(2), 301-311.
Kazdin, A. E. (1993). Adolescent mental health: Prevention and treatment programs. American Psychologist, 48(2), 127-141. doi: 10.1037/0003-066X.48.2.127
Kelly, R. V. (2004). Massively multiplayer online role-playing games: The people, the addiction and the playing experience. Jefferson, NC: McFarland.
Keyes, C. L. (2005). Mental illness and/or mental health? Investigating axioms of the complete state model of health. Journal of Consulting and Clinical Psychology, 73(3), 539-548. doi: 10.1037/0022-006X.73.3.539
Kim, H. (2013). Exercise rehabilitation for smartphone addiction. Journal of Exercise Rehabilitation, 9(6), 500-505.
Kim, H. K., & Davis, K. E. (2009). Toward a comprehensive theory of problematic internet use: Evaluating the role of self-esteem, anxiety, flow, and the self-rated importance of Internet activities. Computers in Human Behavior, 25(2), 490-500. doi: 10.1016/j.chb.2008.11.001
Kim, M. G., & Kim, J. (2010). Cross-validation of reliability, convergent and discriminant validity for the problematic online game use scale. Computers in Human Behavior, 26(3), 389-398. doi: 10.1016/j.chb.2009.11.010
Kim, E. J., Namkoong, K., Ku, T., & Kim, S. J. (2008). The relationship between online game addiction and aggression, self-control and narcissistic personality traits. European Psychiatry, 23(3), 212-218.
King, D. L., & Delfabbro, P. (2009). Understanding and assisting excessive players of video games: A community psychology perspective. Australian Community Psychologist, 21(1), 62-74.
King, D. L., Delfabbro, P. H., Griffiths, M. D., & Gradisar, M. (2012). Cognitive‐behavioral approaches to outpatient treatment of Internet addiction in children and adolescents. Journal of Clinical Psychology, 68(11), 1185-1195. doi: 10.1002/jclp.21918
King, D. L., Delfabbro, P. H., & Zajac, I. T. (2011). Preliminary validation of a new clinical tool for identifying problem video game playing. International Journal of Mental Health and Addiction, 9(1), 72-87. doi: 10.1007/s11469-009-9254-9
King, D. L., Haagsma, M. C., Delfabbro, P. H., Gradisar, M., & Griffiths, M. D. (2013). Toward a consensus definition of pathological video-gaming: A systematic review of psychometric assessment tools. Clinical Psychology Review, 33(3), 331-342.
Ko, C. H. (2014). Internet Gaming Disorder. Current Addiction Reports, 1(3), 177-185. doi: 10.1007/s40429-014-0030-y
Ko, C. H., Yen, J. Y., Chen, C. S., Yeh, Y. C., & Yen, C. F. (2009). Predictive values of psychiatric symptoms for internet addiction in adolescents: A 2-year prospective study. Archives of Pediatrics & Adolescent Medicine, 163(10), 937-943. doi: 10.1001/archpediatrics.2009.159
Ko, C. H., Liu, G. C., Hsiao, S., Yen, J. Y., Yang, M. J., Lin, W. C., ... & Chen, C. S. (2009). Brain activities associated with gaming urge of online gaming addiction. Journal of Psychiatric Research, 43(7), 739-747.
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. The Journal of Nervous and Mental Disease, 193(4), 273-277.
Ko, C. H., Yen, J. Y., Chen, C. S., Chen, C. C., & Yen, C. F. (2008). Psychiatric comorbidity of internet addiction in college students: An interview study. CNS Spectrums, 13(2), 147-153. doi: 10.1017/S1092852900016308
Ko, C. H., Yen, J. Y., Chen, S. H., Wang, P. W., Chen, C. S., & Yen, C. F. (2014). Evaluation of the diagnostic criteria of Internet gaming disorder in the DSM-5 among young adults in Taiwan. Journal of Psychiatric Research, 53, 103-110.
Ko, C. H., Yen, J. Y., Yen, C. F., Chen, C. S., & Chen, C. C. (2012). The association between Internet addiction and psychiatric disorder: A review of the literature. European Psychiatry, 27(1), 1-8. doi: 10.1016/j.eurpsy.2010.04.011
Kratzer, S., & Hegerl, U. (2008). Is" Internet Addiction" a disorder of its own? A study on subjects with excessive internet use. Psychiatrische Praxis, 35(2), 80-83.
Kubey, R. W., Lavin, M. J., & Barrows, J. R. (2001). Internet use and collegiate academic performance decrements: Early findings. Journal of Communication, 51(2), 366-382.
Kuss, D. J., & Griffiths, M. D. (2012). Internet gaming addiction: A systematic review of empirical research. International Journal of Mental Health and Addiction, 10(2), 278-296. doi: 10.1007/s11469-011-9318-5
Kuss, D. J., & Griffiths, M. D. (2012). Internet Gambling Addiction. In Yan, Z. (Ed.), Encyclopedia of Cyber Behavior (pp. 735-753). Hershey, PA: Information Science Reference. doi: 10.4018/978-1-4666-0315-8.ch062
Kwon, M., Kim, D. J., Cho, H., & Yang, S. (2013). The Smartphone Addiction Scale: Development and validation of a short version for Adolescents. PLoS One, 8(12), e83558. doi: 10.1371/journal.pone.0083558
Kwon, M., Lee, J. Y., Won, W. Y., Park, J. W., Min, J. A., …Kim, D. J. (2013). Development and validation of a Smartphone Addiction Scale (SAS). PLoS One, 8(2). doi: 10.1371/journal.pone.0056936
Lambert, L. T. K. (2013). Internet Sex Addiction. Journal of Addiction Medicine, 7(2), 145-146.
Lane, W., & Manner, C. (2011). The impact of personality traits on smartphone ownership and use. International Journal of Business and Social Science, 2(17), 22-28.
LaRose, R., & Eastin, M. S. (2004). A social cognitive theory of Internet uses and gratifications: Toward a new model of media attendance. Journal of Broadcasting & Electronic Media, 48(3), 358-377.
Larson, R., Csikszentmihalyi, M., & Graef, R. (1980). Mood variability and the psychosocial adjustment of adolescents. Journal of Youth and Adolescence, 9(6), 469-490. doi: 10.1007/BF02089885
Laursen, B., & Bukowski, W. M. (1997). A developmental guide to the organisation
of close relationships. International Journal of Behavioral Development, 21(4),
747-770. doi: 10.1080/016502597384659
Lee, H. J., Choi, J., Kim, J. W., Park, S. J., & Gloor, P. (2013). Communication, opponents, and clan performance in online games: A social network approach. Cyberpsychology, Behavior, and Social Networking, 16(12), 878-883. doi: 10.1089/cyber.2011.0522
Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2011). Psychosocial causes and consequences of pathological gaming. Computers in Human Behavior, 27(1), 144-152. doi: 10.1016/j.chb.2010.07.015
Li, S. M., & Chung, T. M. (2006). Internet function and Internet addictive behavior. Computers in Human Behavior, 22(6), 1067-1071. doi: 10.1016/j.chb.2004.03.030
Lin, M. P., Ko, H. C., & Wu, J. Y. W. (2008). The role of positive/negative outcome expectancy and refusal self-efficacy of Internet use on Internet addiction among college students in Taiwan. CyberPsychology & Behavior, 11(4), 451-457. doi:10.1089/cpb.2007.0121
Liu, M., & Peng, W. (2009). Cognitive and psychological predictors of the negative
outcomes associated with playing MMOGs (massively multiplayer online
games). Computers in Human Behavior, 25(6), 1306-1311. doi:
10.1016/j.chb.2009.06.002
Lu, H. P., & Wang, S. M. (2008). The role of Internet addiction in online game
loyalty: An exploratory study. Internet Research, 18(5), 499-519. doi:
10.1108/10662240810912756
Luxton, D. D., McCann, R. A., Bush, N. E., Mishkind, M. C., & Reger, G. M. (2011).
mHealth for mental health: Integrating smartphone technology in behavioral
healthcare. Professional Psychology: Research and Practice, 42(6), 505-512.
doi: 10.1037/a0024485
Malsow, A. H. (1954). Motivation and personality. New York, NY: Harper and Row.
Marcial, L. H. (2010). A comparison of screen size and interaction technique:
Examining execution times on the smartphone, tablet and traditional desktop
computer (Unpublished master’s thesis). University of North Carolina,
Chapel Hill.
Mayer, J. D., & Salovey, P. (1997). What is emotional intelligence? In Salovey, P., &
Sluyter, D. (Eds.), Emotional Development and Emotional Intelligence:
Educational Implications (pp. 3-32). New York, NY: Basic Books.
Meerkerk, G. J., van den Eijnden, R., & Garretsen, H. F. (2006). Predicting
compulsive internet use: It's all about sex! CyberPsychology & Behavior, 9(1),
95-103.
Mehroof, M., & Griffiths, M. D. (2010). Online gaming addiction: The role of
sensation seeking, self-control, neuroticism, aggression, state anxiety, and trait
anxiety. Cyberpsychology, Behavior, and Social Networking, 13(3), 313-316.
Milani, L., Osualdella, D., & Di Blasio, P. (2009). Quality of interpersonal
relationships and problematic Internet use in adolescence. CyberPsychology &
Behavior, 12(6), 681-684. doi:10.1089/cpb.2009.0071
Mitka, M. (2001). Win or lose, Internet gambling stakes are high. Jama, 285(8), 1005.
doi: 10.1001/jama.285.8.1005-JMN0228-2-1
Montemayor, R. (1986). Family variation in parent-adolescent storm and stress.
Journal of Adolescent Research, 1(1), 15-31. doi:10.1177/074355488611003
Morahan-Martin, J. (2005). Internet Abuse: Addiction? Disorder? Symptom?
Alternative Explanations? Social Science Computer Review, 23(1), 39-48.
Morahan-Martin, J., & Schumacher, P. (2000). Incidence and correlates of
pathological Internet use among college students. Computers in Human
Behavior, 16(1), 13-29.
Morahan-Martin, J., & Schumacher, P. (2003). Loneliness and social uses of the
Internet. Computers in Human Behavior, 19(6), 659-671.
Norem, J. K., & Illingworth, K. S. (1993). Strategy-dependent effects of reflecting on
self and tasks: Some implications of optimism and defensive pessimism. Journal
of Personality and Social Psychology, 65(4), 822-835. doi: 10.1037/0022-
3514.65.4.822
Norrish, J. M., & Vella-Brodrick, D. A. (2009). Positive psychology and adolescents:
Where are we now? Where to from here? Australian Psychologist, 44(4), 270-
278. doi: 10.1080/00050060902914103
Novak, T. P., Hoffman, D. L., & Yung, Y. F. (2000). Measuring the customer
experience in online environments: A structural modeling approach. Marketing
Science, 19(1), 22-42.
Oulasvirta, A., Rattenbury, T., Ma, L., & Raita, E. (2012). Habits make smartphone
use more pervasive. Personal and Ubiquitous Computing, 16, 105-114. doi:
10.1007/s00779-011-0412-2
Padilla-Walker, L. M., Nelson, L. J., Carroll, J. S., & Jensen, A. C. (2010). More than
a just a game: Video game and internet use during emerging adulthood. Journal
of Youth and Adolescence, 39(2), 103-113. doi: 10.1007/s10964-008-9390-8
Park, S. K., Kim, J. Y., & Cho, C. B. (2008). Prevalence of Internet addiction and
correlations with family factors among South Korean adolescents.
Adolescence, 43(172), 895-909.
Parker, J. D., Taylor, R. N., Eastabrook, J. M., Schell, S. L., & Wood, L. M. (2008).
Problem gambling in adolescence: Relationships with internet misuse, gaming
abuse and emotional intelligence. Personality and Individual Differences, 45(2),
174-180.
Patterson, G. R. (1982). Coercive family process. Eugene, OR: Castalia.
Paulson, M. J., Lin, T. T., & Hanssen, C. (1972). Family harmony: An etiologic factor
in alienation. Child Development, 43(2), 591-603. doi: 10.2307/1127558
Pawlikowski, M., & Brand, M. (2011). Excessive Internet gaming and decision
making: Do excessive World of Warcraft players have problems in decision making under risky conditions? Psychiatry Research, 188(3), 428-433. doi: 10.1016/j.psychres.2011.05.017
Peters, C. S., & Malesky Jr., L. A. (2008). Problematic usage among highly-engaged
players of massively multiplayer online role playing games. CyberPsychology &
Behavior, 11(4), 481-484. doi: 10.1089/cpb.2007.0140
Peterson, C. (2000). The future of optimism. American Psychologist, 55(1), 44-55.
doi: 10.1037/0003-066X.55.1.44
Peterson, C., Ruch, W., Beermann, U., Park, N., & Seligman, M. E. (2007). Strengths
of character, orientations to happiness, and life satisfaction. The Journal of
Positive Psychology, 2(3), 149-156. doi: 10.1080/17439760701228938
Peterson, C., Seligman, M. E., & Vaillant, G. E. (1988). Pessimistic explanatory style
is a risk factor for physical illness: A thirty-five-year longitudinal study. Journal
of Personality and Social Psychology, 55(1), 23-27. doi: 10.1037/0022-
3514.55.1.23
Petry, N. M., & O'Brien, C. P. (2013). Internet Gaming Disorder and the DSM‐5.
Addiction, 108(7), 1186-1187. doi: 10.1111/add.12162
Petry, N. M., Rehbein, F., Gentile, D. A., Lemmens, J. S., Rumpf, H. J., Mößle, T., ...
& O'Brien, C. P. (2014). An international consensus for assessing internet
gaming disorder using the new DSM‐5 approach. Addiction, 109(9), 1399-1406.
doi: 10.1111/add.12457
Pies, R. (2009). Should DSM-V designate “Internet addiction” a mental disorder?
Psychiatry, 6(2), 31.
Plomin, R., Scheier, M. F., Bergeman, C. S., Pedersen, N. L., Nesselroade, J. R., &
McClearn, G. E. (1992). Optimism, pessimism and mental health: A
twin/adoption analysis. Personality and Individual Differences, 13(8), 921-930.
doi: 10.1016/0191-8869(92)90009-E
Pratarelli, M. E., Browne, B. L., & Johnson, K. (1999). The bits and bytes of
computer/internet addiction: A factor analytic approach. Behavior Research
Methods, Instruments, & Computers, 31(2), 305-314.
Pujazon-Zazik, M., & Park, M. J. (2010). To tweet, or not to tweet: Gender
differences and potential positive and negative health outcomes of adolescents’
social internet use. American Journal of Men's Health, 4(1), 77-85. doi:
10.1177/1557988309360819
Rau, P. L. P., Peng, S. Y., & Yang, C. C. (2006). Time distortion for expert and novice
online game players. CyberPsychology & Behavior, 9(4), 396-403.
doi: 10.1089/cpb.2006.9.396
Rehbein, F., Psych, G., Kleimann, M., Mediasci, G., & Mößle, T. (2010). Prevalence
and risk factors of video game dependency in adolescence: Results of a German
nationwide survey. Cyberpsychology, Behavior, and Social Networking, 13(3),
269-277. doi: 10.1089/cyber.2009.0227
Richardson, R. A., Galambos, N. L., Schulenberg, J. E., & Petersen, A. C. (1984).
Young adolescents' perceptions of the family environment. The Journal of Early
Adolescence, 4(2), 131-153. doi: 10.1177/0272431684042003
Rieber, L. P. (1996). Seriously considering play: Designing interactive learning
environments based on the blending of microworlds, simulations, and
games. Educational Technology Research and Development, 44(2), 43-58.
Rodriguez-Tome, H., Bariaud, F., Zardi, M. C., Delmas, C., Jeanvoine, B., & Szylagy,
P. (1993). The effects of pubertal changes on body image and relations with peers
of the opposite sex in adolescence. Journal of Adolescence, 16(4), 421-438.
doi: 10.1006/jado.1993.1034
Rosenberg, M. (1986). Self-concept from middle childhood through
adolescence. Psychological Perspectives on the Self, 3(1), 107-136.
Rosenberg, F. R., & Simmons, R. G. (1975). Sex differences in the self-concept in
adolescence. Sex Roles, 1(2), 147-159. doi: 10.1007/BF00288008
Rutter, M., Graham, P., Chadwick, O. F., & Yule, W. (1976). Adolescent turmoil: Fact
or fiction? Journal of Child Psychology and Psychiatry, 17(1), 35-56. doi:
10.1111/j.1469-7610.1976.tb00372.x
Ruggiero, T. E. (2000). Uses and gratifications theory in the 21st century. Mass
Communication & Society, 3(1), 3-37.
Scheier, M. F., & Carver, C. S. (1992). Effects of optimism on psychological and
physical well-being: Theoretical overview and empirical update. Cognitive
Therapy and Research, 16(2), 201-228. doi: 10.1007/BF01173489
Schneider, J. P. (1994). Sex addiction: Controversy within mainstream addiction
medicine, diagnosis based on the DSM-III-R, and physician case
histories. Sexual Addiction & Compulsivity: The Journal of Treatment and
Prevention, 1(1), 19-44.
Schoon, I., Bynner, J., Joshi, H., Parsons, S., Wiggins, R. D., & Sacker, A. (2002).
The influence of context, timing, and duration of risk experiences for the passage
from childhood to midadulthood. Child Development, 73(5), 1486-1504.
doi: 10.1111/1467-8624.00485
Seepersad, S. (2004). Coping with loneliness: Adolescent online and offline
behavior. CyberPsychology & Behavior, 7(1), 35-39. doi:
10.1089/109493104322820093
Seligman, M. E., & Csikszentmihalyi, M. (2000). Positive psychology: An
introduction. American Psychologist, 55(1), 5-14.
Seo, M., Kang, H. S., & Chae, S. M. (2012). Emotional competence and online game
use in adolescents. Computers Informatics Nursing, 30(12), 640-646. doi:
10.1097/NXN.0b013e318261f1a6
Shaffer, H. J., Hall, M. N., & Vander Bilt, J. (2000). " Computer addiction": A critical
consideration. American Journal of Orthopsychiatry, 70(2), 162-168.
Shapira, N. A., Goldsmith, T. D., Keck Jr., P. E., Khosla, U. M., & McElroy, S. L.
(2000). Psychiatric features of individuals with problematic internet use. Journal
of Affective Disorders, 57(1), 267-272.
Shapira, N. A., Lessig, M. C., Goldsmith, T. D., Szabo, S. T., Lazoritz, M., Gold, M.
S., & Stein, D. J. (2003). Problematic internet use: Proposed classification and
diagnostic criteria. Depression and Anxiety, 17(4), 207-216.
Shaw, M., & Black, D. W. (2008). Internet addiction: Definition, assessment,
epidemiology and clinical management. CNS Drugs, 22(5), 353-365. doi:
10.2165/00023210-200822050-00001
Shedler, J., & Block, J. (1990). Adolescent drug use and psychological health: A
longitudinal inquiry. American Psychologist, 45(5), 612-630. doi: 10.1037/0003-066X.45.5.612
Shek, D. T., Tang, V. M., & Lo, C. Y. (2009). Evaluation of an Internet addiction
treatment program for Chinese adolescents in Hong Kong. Adolescence, 44(174),
359-373.
Silk, J. S., Steinberg, L., & Morris, A. S. (2003). Adolescents' emotion regulation in
daily life: Links to depressive symptoms and problem behavior. Child
Development, 74(6), 1869-1880.
Skinner, B. F. (1953). Science and human behavior. New York, NY: Free Press.
Skoric, M. M., Teo, L. L. C., & Neo, R. L. (2009). Children and video games:
Addiction, engagement, and scholastic achievement. Cyberpsychology & Behavior, 12(5), 567-572. doi: 10.1089/cpb.2009.0079
Smahel, D., Blinka, L., & Ledabyl, O. (2008). Playing MMORPGs: Connections
between addiction and identifying with a character. CyberPsychology &
Behavior, 11(6), 715-718. doi: 10.1089/cpb.2007.0210
Snyder, C. R. (2000). Genesis: The birth and growth of hope. In Snyder, C. R. (Ed.),
Handbook of hope: Theory, measures, and applications (pp. 25-38). New York,
NY: Academic Press. doi: 10.1016/B978-012654050-5/50004-X
Southerton, C. (2013). ‘Zombies, Run!’: Rethinking immersion in light of
nontraditional gaming contexts. Transmedia: Storytelling and Beyond Digital
Interfaces, 1-11.
Stavropoulos, V., Alexandraki, K., & Motti-Stefanidi, F. (2013). Flow and
telepresence contributing to Internet abuse: Differences according to gender and
age. Computers in Human Behavior, 29(5), 1941-1948. doi:
10.1016/j.chb.2013.03.011
Suler, J. (2004). The online disinhibition effect. Cyberpsychology & Behavior, 7(3),
321-326. doi: 10.1089/1094931041291295
Sullivan, H. S. (1953). The interpersonal theory of psychiatry. New York, NY:
Norton.
Swickert, R. J., Hittner, J. B., Harris, J. L., & Herring, J. A. (2002). Relationships
among Internet use, personality, and social support. Computers in Human
Behavior, 18(4), 437-451. doi: 10.1016/S0747-5632(01)00054-1
Taylor, S. E., & Brown, J. D. (1988). Illusion and well-being: A social psychological
perspective on mental health. Psychological Bulletin, 103(2), 193-210. doi:
10.1037/0033-2909.103.2.193
Techopedia. (2016). Definition: What does Mobile Internet Device (MID) mean?
[Online forum comment]. Retrieved from
https://www.techopedia.com/definition/24207/mobile-internet-device-mid
Tejeiro Salguero, R. A., & Morán, R. M. B. (2002). Measuring problem video game
playing in adolescents. Addiction, 97(12), 1601-1606.
Thalemann, R., Wölfling, K., & Grüsser, S. M. (2007). Specific cue reactivity on
computer game-related cues in excessive gamers. Behavioral
Neuroscience, 121(3), 614-618.
Thompson, R. A. (1994). Emotion regulation: A theme in search of definition.
Monographs of the Society for Research in Child Development, 59(2-3), 25-52.
doi: 10.1111/j.1540-5834.1994.tb01276.x
Tishler, C. L., McKenry, P. C., & Morgan, K. C. (1981). Adolescent suicide attempts:
Some significant factors. Suicide and Life-Threatening Behavior, 11(2), 86-92.
doi: 10.1111/j.1943-278X.1981.tb00907.x
Treuer, T., Fabian, Z., & Füredi, J. (2001). Internet addiction associated with features of impulse control disorder: Is it a real psychiatric disorder. Journal of Affective Disorders, 66(2), 283.
Valkenburg, P. M., Peter, J., & Schouten, A. P. (2006). Friend networking sites and their relationship to adolescents' well-being and social self-esteem. CyberPsychology & Behavior, 9(5), 584-590. doi: 10.1089/cpb.2006.9.584
van den Eijnden, R. J., Meerkerk, G. J., Vermulst, A. A., Spijkerman, R., & Engels, R. C. (2008). Online communication, compulsive internet use, and psychosocial well-being among adolescents: A longitudinal study. Developmental Psychology, 44(3), 655-665.
Voiskounsky, A. E., Mitina, O. V., & Avetisova, A. A. (2004). Playing online games: Flow experience. PsychNology Journal, 2(3), 259-281.
Vousooghi, N., Zarei, S. Z., Sadat-Shirazi, M. S., Eghbali, F., & Zarrindast, M. R. (2015). mRNA expression of dopamine receptors in peripheral blood lymphocytes of computer game addicts. Journal of Neural Transmission, 122(10), 1391-1398.
Walther, J. B. (2006). Nonverbal dynamics in computer-mediated communication,
or:(and the net:(‘s with you:) and you:) alone. In Manusov, V., & Patterson, M. L.
(Eds.), The Sage Handbook of Nonverbal Communication (pp. 461-480). Thousand
Oaks, CA: Sage. doi: 10.4135/9781412976152.n24
Wan, C. S., & Chiou, W. B. (2006). Why are adolescents addicted to online gaming?
An interview study in Taiwan. CyberPsychology & Behavior, 9(6), 762–766.
Warden, N. L., Phillips, J. G., & Ogloff, J. R. (2004). Internet addiction. Psychiatry,
Psychology and Law, 11(2), 280-295.
West, P., & Sweeting, H. (2003). Fifteen, female and stressed: Changing patterns of
psychological distress over time. Journal of Child Psychology and
Psychiatry, 44(3), 399-411. doi: 10.1111/1469-7610.00130
Wilkinson, R. B., & Walford, W. A. (1998). The measurement of adolescent
psychological health: One or two dimensions? Journal of Youth and
Adolescence, 27(4), 443-455. doi: 10.1023/A:1022848001938
Yang, S. C., & Tung, C. J. (2007). Comparison of Internet addicts and non-addicts in
Taiwanese high school. Computers in Human Behavior, 23(1), 79-96.
doi: 10.1016/j.chb.2004.03.037
Yee, N. (2006). The demographics, motivations, and derived experiences of users of
massively multi-user online graphical environments. Teleoperators and Virtual
Environments, 15(3), 309-329. doi: 10.1162/pres.15.3.309
Yen, J. Y., Yen, C. F., Chen, C. C., Chen, S. H., & Ko, C. H. (2007). Family factors
of internet addiction and substance use experience in Taiwanese
adolescents. CyberPsychology & Behavior, 10(3), 323-329. doi:
10.1089/cpb.2006.9948
Yen, J. Y., Yen, C. F., Chen, C. S., Tang, T. C., & Ko, C. H. (2009). The association
between adult ADHD symptoms and internet addiction among college students:
The gender difference. CyberPsychology & Behavior, 12(2), 187-191. doi:
10.1089/cpb.2008.0113
Yoo, H. J., Cho, S. C., Ha, J., Yune, S. K., Kim, S. J., Hwang, J., ... & Lyoo, I. K.
(2004). Attention deficit hyperactivity symptoms and internet
addiction. Psychiatry and Clinical Neurosciences, 58(5), 487-494.
Young, K. S. (1998). Internet addiction: The emergence of a new clinical disorder. CyberPsychology & Behavior, 1(3), 237-244.
Young, K. S. (2008). Internet sex addiction risk factors, stages of development, and treatment. American Behavioral Scientist, 52(1), 21-37.
Young, K. S. (2011). CBT-IA: The first treatment model for internet addiction. Journal of Cognitive Psychotherapy, 25(4), 304-312. doi: 10.1891/0889-8391.25.4.304
Young, K. S., & de Abreu, C. N. (2010). Internet Addiction: A Handbook and Guide to Evaluation and Treatment. Hoboken, New Jersey: Wiley.
Young, K. S., Pistner, M., O'Mara, J., & Buchanan, J. (2000). Cyber disorders: The mental health concern for the new millennium. CyberPsychology & Behavior, 3(5), 475-479. doi: 10.1089/cpb.1999.2.475
Young, K. S., & Rogers, R. C. (1998). The relationship between depression and Internet addiction. CyberPsychology & Behavior, 1(1), 25-28.
Young, K. S., Griffin-Shelley, E., Cooper, A., O'mara, J., & Buchanan, J. (2000). Online infidelity: A new dimension in couple relationships with implications for evaluation and treatment. Sexual Addiction & Compulsivity: The Journal of Treatment and Prevention, 7(1-2), 59-74.
Zanetta Dauriat, F., Zermatten, A., Billieux, J., Thorens, G., Bondolfi, G., Zullino, D., & Khazaal, Y. (2011). Motivations to play specifically predict excessive involvement in massively multiplayer online role-playing games: Evidence from an online survey. European Addiction Research, 17(4), 185-189. doi: 10.1159/000326070
Zhang, L., Amos, C., & McDowell, W. C. (2008). A comparative study of Internet addiction between the United States and China. CyberPsychology & Behavior, 11(6), 727-729.
Zhou, Z., Yuan, G., & Yao, J. (2012). Cognitive biases toward Internet game-related pictures and executive deficits in individuals with an Internet game addiction. PLoS One, 7(11), e48961. doi: 10.1371/journal.pone.0048961