References
- Becker HS. Outsiders. The sociology of deviance. The Free Press, New York, NY 1991
- Becker HS. Telling about society. University of Chicago Press, Chicago 2007
- Brus A, (in press a). Computerspil og computerspilafhængighed set som en selvregulerende praksis [Computer games, gaming and computer game addiction as a self-regulating practice]. Dansk sociologforening [The Association of Danish Sociologists]
- Brus A, (in press b). Computerspilafhængighed og computerspilafhængige – et dansk perspektiv [Computer game addiction and computer game addicts – a Danish perspective]. Social kritik [Social Criticism]. København: Selskabet til fremme af social debat
- Buckingham D, (Ed.). (2008). Youth, identity, and digital media. London: The MIT Press
- Charlton JP, Danforth IDW. Distinguishing addiction and high engagement in the context of online game playing. Computers in Human Behavior 2007; 23: 1531–1548
- Frøyland LR, Hansen, M., Sletten, M.A., Torgensen, L., & von Soest, T. (2010). Uskyldig Moro? Pengespill og Dataspill Blant Norske Ungdommer [Innocent amusement? Gambling and gaming among Norwegian adolescents], NOVA Norwegian Social Research. Retrieved from http://www.nova.no/asset/4263/1/4263_1.pdf
- Gentile DA, Choo H, Liau A, Li D, Khoo A, Sim T, Fung D. Pathological video game use among youths: A two-year longitudinal study. Pediatrics 2011; 127: 319–329
- Goffman E. The presentation of self in everyday life. Penguin Books, London 1990a
- Goffman E. Stigma. Notes on the management of spoiled identity. Penguin Books, London 1990b
- Griffiths MD, Davies MNO. Does video game addiction exist?. Handbook of computer game studies, J Raessens, J Goldstein. MIT Press, Cambridge, MA 2005; 359–369
- Griffiths MD, Hunt N. Dependence on computer games by adolescents. Psychological Reports 1998; 82: 475–480
- Gubrium JF, Holstein JA. Handbook of interview research. Sage, Thousand Oaks, CA 2001
- Hacking I. Rewriting the soul. Multiple personality and the sciences of memory. Princeton University Press, Princeton, NJ 1995
- Hacking I. Between Michel Foucault and Erving Goffman: Between discourse in the abstract and face-to-face interaction. Economy and Society 2004; 33: 277–302
- Hacking I, (2006). Kinds of people: Moving targets. Retrieved from http://www.proc.britac.ac.uk/tfiles/151p285.pdf
- Harper D. Talking about pictures: A case for photo elicitation. Visual Studies 2002; 17: 13–26
- Holstein JA, & Gubrium, J.F. (1995). The active interview. Thousand Oaks, CA: Sage
- Hussain Z, Griffiths MD, Baguley T. Online gaming addiction: Classification, prediction and associated risk factors. Addiction Research and Theory 2012; 20: 359–371
- Jenkins R. The 21st-century interaction order. The contemporary Goffman, MH Jacobsen. Routledge, New York, NY 2010; 257–274
- Johnson NF. The multiplicities of internet addiction. The misrecognition of leisure and learning. Ashgate, Surrey, UK 2009
- Kampmann J. Etiske overvejelser i etnografisk børneforskning [Ethical considerations in ethnographic research on children]. Feltarbejde blandt børn [Fieldwork among children], E Gulløv, S Højlund. Gyldendal, Copenhagen 2003; 167–183
- Karlsen F. Møller, P., & Børsum, T. 2010, Kartlegging av problemskapende onlinespilling [Mapping of problematic online gaming]. Handlingsplan mot spillproblemer [Plan of action against problematic usage of games] (2009–2011), Kultur-og Kirkedepartementet, Norway. Retrieved from World Wide Web http://www.medietilsynet.no/Global/Dataspill/120411_Rapport%20problemskapende%20bruk%20onlinespill%20final.pdf
- Kuss DJ, Griffiths MD. Internet gaming addiction: A systematic review of empirical research. International Journal of Mental Health and Addiction 2012; 10: 278–296
- Kvale S, Brinkmann S. Interviews: Learning the craft of qualitative research interviewing. Sage, Los Angeles 2009
- Lemmens JS, Valkenburg PM, Peter J. Psychosocial causes and consequences of pathological gaming. Computers in Human Behavior 2011; 27: 144–152
- Linderoth J, & Bennerstedt, U. (2007). Living in world of warcraft. The thoughts and experiences of ten young people. Statens Medieråd. Retrieved from http://www.statensmedierad.se/Publikationer/Produkter/Presentation-of-World-of-Warcraft-Study/
- Prosser J, (Ed.). (1998). Ìmage-based research: A sourcebook for qualitative researchers. London: Falmer Press
- Rose N. Disorders without borders? The expanding scope of psychiatric practice. Biosocieties 2006; 1: 465–484
- Taylor TL. Play between worlds. Exploring online game culture. MIT Press, Cambridge, MA 2006
- Thorhauge AM, Brus A. Computerspil og afhængighed [Computer games and addiction]. Paedagogisk Psykologisk Tidsskrift 2011; 44: 3–25
- van Rooij AJ, (2011). Online video game addiction. Exploring a new phenomenon (Ph.D. thesis). Erasmus University Rotterdam, Rotterdam, The Netherlands
- Williams S. Goffman, interactionism, and the management of stigma in everyday life. Erving Goffman, G Fine, P Manning, G Smith. Sage, London 2000; 3: 212–238
- Yee N. The psychology of MMORPGs: Emotional investment, motivations, relationship formation, and problematic usage. Avatars at work and play: Collaboration and interaction in shared virtual environments, R Schroeder, A Axelsson. Springer-Verlag, London 2006; 187–207
- Yee N. Motivations of play in online games. Journal of Cyber Psychology and Behavior 2007; 9: 772–775