3,471
Views
40
CrossRef citations to date
0
Altmetric
Editorial

Video game addiction and social responsibility

, , , &
Pages 489-493 | Received 02 Jul 2009, Accepted 07 Jul 2009, Published online: 26 Aug 2010

References

  • Blizzard Entertainment. 2008, World Of Warcraft® surpasses 11 million subscribers worldwide. [Retrieved 2008 October 27]. Available from: http://www.blizzard.com/us/press/081028.html
  • Chappell D, Eatough V, Davies MNO, Griffiths MD. EverQuest–It's Just a Computer Game Right? An interpretative phenomenological analysis of online gaming addiction. International Journal of Mental Health and Addiction 2006; 4(3)205–216
  • China Daily. 2007. The more they play, the more they lose. People's Daily Online. [Retrieved 2009 June 15]. Available from: http://english.people.com.cn/200704/10/eng20070410_364977.html
  • Chiu S, Lee J, Huang D. Video game addiction in children and teenagers in Taiwan. CyberPsychology and Behavior 2004; 7(5)571–581
  • Cole H, Griffiths MD. Social interactions in massively multiplayer online role-playing gamers. CyberPsychology and Behavior 2007; 10(4)575–583
  • Collins P. Gambling and governance. Research and measurement issues in gambling studies, G Smith, D Hodgins, R Williams. Elsevier, New York 2007; 617–639
  • Collins P, Barr G. 2006. Gambling and problem gambling in South Africa: The national prevalence study 2006. National Centre For The Study of Gambling, The University of Cape Town.
  • Council on Science and Public Health. 2007. Emotional and behavioral effects, including addictive potential, of video games. Available from: www.ama-assn.org/ama1/pub/upload/mm/467/csaph12a07.doc
  • ESA. 2008. Essential Facts about games and violence. Entertainment Software Association.
  • Greenfield TK, Graves KL, Kaskutas LA. Long-term effects of alcohol warning labels: Findings from a comparison of the United States and Ontario, Canada. Psychology and Marketing 1999; 16(3)261–282
  • Griffiths MD. A ‘components’ model of addiction within a biopsychosocial framework. Journal of Substance Use 2005a; 10(4)191–197
  • Griffiths MD. Relationship between gambling and video-game playing: A response to Johansson and Gotestam. Psychological Reports 2005b; 96(3 Part 1)644–646
  • Griffiths MD. Videogame addiction: Further thoughts and observations. International Journal of Mental Health and Addiction 2008; 6(2)182–185
  • Griffiths MD, Wood RTA. Responsible gaming and best practice: How can academics help?. Casino and Gaming International 2008; 4(1)107–112
  • Griffiths MD, Wood RTA, Parke J. Social responsibility tools in online gambling: A survey of attitudes and behavior among internet gamblers. CyberPsychology and Behavior 2009; 12(4)413–421
  • Griffiths MD, Wood RTA, Parke J, Parke A. Gaming research and best practice: Gaming industry, social responsibility and academia. Casino and Gaming International 2007; 3(3)97–103
  • Grusser SM, Thalemann R, Griffiths MD. Excessive computer game playing: Evidence for addiction and aggression?. CyberPsychology and Behavior 2007; 10(2)290–292
  • Hussain Z, Griffiths MD. Excessive use of massively multi-player online role-playing games: A pilot study. International Journal of Mental Health and Addiction 2008; 11(1)47–53
  • Hussain Z, Griffiths MD. Gender swapping and socializing in cyberspace: An exploratory study. CyberPsychology and Behavior 2008; 11(1)47–53
  • Kaplan J. 2008. MMO-Champion blue tracker–Constructive feedback for server first titles (Tigole–aka Jeffrey Kaplan). [Retrieved 2009 January 9]. Available from: http://blue.mmo-champion.com/1/9336520906-constructive-feedback-for-server-first-titles.html
  • Ko CH, Liu GC, Hsiao S, Yen JY, Yang MJ, Lin WC, Yen CF, Chen CS. Brain activities associated with gaming urge of online gaming addiction. Journal of Psychiatric Research 2009; 43(7)739–747
  • Lee M, Ko YH, Song HS, Kwon KH, Lee HS, Nam M, Jung IK. Characteristics of internet use in relation to game genre in Korean adolescents. CyberPsychology and Behavior 2007; 10(2)278–285
  • Lievens E, Dumortier J, Ryan PS. The co-protection of minors in new media: A European approach to co-regulation. UC Davis Journal of Juvenile Law and Policy 2006; 10: 97
  • Munro G, de Wever J. Culture clash: Alcohol marketing and public health aspirations. Drug and Alcohol Review 2008; 27(2)204–211
  • Ng B, Wiemer-Hastings P. Addiction to the internet and online gaming. Cyber Psychology and Behavior 2005; 8(2)110–114
  • Pet Food Alpha. 2008. How long is too long? Pet Food Alpha. News, community and more. [Retrieved 2009 June 3]. Available from: http://petfoodalpha.com/1055/how-long-is-too-long
  • Rahn K. 2006, September 15. ‘No internet day' set for students. Korea Times. [Retrieved 2008 December 9]. Available from: http://www.asiamedia.ucla.edu/article.asp?parentid=52983
  • Reding V. 2007. Self regulation applied to interactive games: Success and challenges. ISFE Expert Conference Speech, 2007 June 26. Brussels.
  • Reed J. 2008. Thailand bans Grand Theft Auto IV. BBC News. [Retrieved 2009 May 26]. Available from: http://news.bbc.co.uk/newsbeat/hi/technology/newsid_7540000/7540623.stm
  • Room R, Turner NE, Ialomiteanu A. Community effects of the opening of the Niagara casino. Addiction 1999; 94(10)1449–1466
  • Smahel D, Blinka L, Ledabyl O. Playing MMORPGs: Connections between addiction and identifying with a character. CyberPsychology and Behavior 2008; 11(6)715–718
  • Smeaton M, Griffiths MD. Internet gambling and social responsibility: An exploratory study. CyberPsychology and Behavior 2004; 7(1)49–57
  • The Council of the European Union. 2002. Council Resolution of 1 March 2002 on the protection of consumers, in particular young people, through the labelling of certain video games and computer games according to age group. Official Journal of the European Communities, C 65/2. Available from: http://eur-lex.europa.eu/LexUriServ/LexUriServ.do?uri=OJ:C:2002:065:0002:0002:EN:PDF
  • Wan C, Chiou W. Why are adolescents addicted to online gaming? An interview study in Taiwan. CyberPsychology and Behavior 2006; 9(6)762–766
  • Williams D, Yee N, Caplan SE. Who plays, how much, and why? Debunking the stereotypical gamer profile. Journal of Computer-Mediated Communication 2008; 13: 993–1018
  • Wood R. A response to Blaszczynski, Griffiths and Turners’ comments on the paper ‘Problems with the concept of video game ‘Addiction’: Some case study examples’ (this issue). International Journal of Mental Health and Addiction 2008; 6(2)191–193
  • Wood RTA, Griffiths MD. Why Swedish people play online poker and factors that can increase or decrease trust in poker websites: A qualitative investigation. Journal of Gambling Issues 2008; 21: 80–97
  • Yug. 2008, July 10. Fallout 3 - OFLC documents. Australian Gamer. [Retrieved 2009 June 4]. Available from: http://www.australiangamer.com/news/1161_fallout_3_-_oflc_documents.html

Reprints and Corporate Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

To request a reprint or corporate permissions for this article, please click on the relevant link below:

Academic Permissions

Please note: Selecting permissions does not provide access to the full text of the article, please see our help page How do I view content?

Obtain permissions instantly via Rightslink by clicking on the button below:

If you are unable to obtain permissions via Rightslink, please complete and submit this Permissions form. For more information, please visit our Permissions help page.