Avatar- and self-related processes and problematic gaming: A systematic review
Authors:
- 1 September 2020
- journal article
- review article
- Published by Elsevier in Addictive Behaviors
- Vol. 108, 106461
Abstract
No abstract availableKeywords
Funding Information
- Australian Research Council (DE170101198)
This publication has 52 references indexed in Scilit:
- The Expected Value of Control: An Integrative Theory of Anterior Cingulate Cortex FunctionNeuron, 2013
- Avatar Creation and Video Game EnjoymentJournal of Media Psychology, 2010
- The Video Game Experience as “True” Identification: A Theory of Enjoyable Alterations of Players' Self-PerceptionCommunication Theory, 2009
- Playing MMORPGs: Connections between Addiction and Identifying with a CharacterCyberPsychology & Behavior, 2008
- Development of the self-concept during adolescenceTrends in Cognitive Sciences, 2008
- Measuring personality in one minute or less: A 10-item short version of the Big Five Inventory in English and GermanJournal of Research in Personality, 2007
- Compulsive buying – a growing concern? An examination of gender, age, and endorsement of materialistic values as predictorsBritish Journal of Psychology, 2005
- Lifestyles of Virtual World Residents: Living in the On-Line Game "Lineage"CyberPsychology & Behavior, 2004
- The Structural Characteristics of Video Games: A Psycho-Structural AnalysisCyberPsychology & Behavior, 2004
- Alumni and their alma mater: A partial test of the reformulated model of organizational identificationJournal of Organizational Behavior, 1992