Psychology of Internet & Online Gaming
Resources & References
Table Of Contents
- Amichai-Hamburger, Yair (2013) The Social Net: Understanding Our Online Behavior
- Baek, Youngkyun (Ed.), Ko, Ryan (Ed), Marsh, Tim (Ed) (2014) Trends and Applications of Serious Gaming and Social Media (Gaming Media and Social Effects)
- Clarke, Eileen (2013) Internet Addiction: What It Is, How to Identify It, and What to Do about It
- Doan, Andrew; Strickland, Brooke & Douglas Gentile (2012) Hooked on Games: The Lure and Cost of Video Game and Internet Addiction
- McCall, Jeremiah (2011) Gaming the Past: Using Video Games to Teach Secondary History 1st Edition
- McGonigal, Jane (2011) Reality Is Broken: Why Games Make Us Better and How They Can Change the World
- Ripley, Amanda (2013) The Smartest Kids in the World: And How They Got That Way
- Shaffer, David Williamson (2008) How Computer Games Help Children Learn
- Taylor, Jim (2012) Raising Generation Tech: Preparing Your Children for a Media-Fueled World
- Thompson, Clive (2013) Smarter Than You Think: How Technology is Changing Our Minds for the Better
- Young, Kimberly & de Abreu, Cristiano Nabuco (2010) Internet Addiction: A Handbook and Guide to Evaluation and Treatment
- Amichai-Hamburger, Yair (2013) How We Can Use the Internet to Resolve Intergroup Conflict
- Granic, Isabela; Lobel, Adam & Engels, Rutger (2014) The Benefits of Playing Video Games
- Levasseur, Aran (2012) How Computer Games Help Children Learn
- Martin, Alan (2013) Online Disinhibition and the Psychology of Trolling
- Postmes, Tom & Spears, Russell (2013) Psychology and the Internet: Building an Integrative Social Cognitive Research Agenda
- Suellentrop, Chris (2016) Video Games Where Hearts, Not Guns, Drive the Action
- Thorna, Mark (2014) The Dark Psychology of Internet Trolls
- Internet Addiction: Tips for Parents
Advice for parents on treating Internet addiction in children and teenagers from the Media Awareness Network.
Educational resource from the National Center for Missing & Exploited Children
- Understanding Addictive Cybersex
Article by Dr. Jennifer Schneider discusses the types and consequences of cybersex addiction.
- ‘Dateline NBC’: Battling sexual addiction – Dateline NBC – MSNBC.com
An excellent program and video on the assessment and diagnosis of sex addiction.
- SexHelp.com – Dr. Carnes’ Online Resources
Dr. Patrick Carnes is the leading authority on sex addiction and his site offers addiction and recovery resources.
- The Society for the Advancement of Sexual Health (SASH)
This is the main national society for mental health professionals involved in the treatment of sex addiction.
- Sex Addiction Help
Sex Addiction Help offers resources and recommended readings for help with sex addiction issues and a list of therapists in the San Francisco Bay area.
- Sexual Addiction Support Groups
A page of links to self-help organizations for people struggling with sexual compulsion, including cybersex addiction. Groups listed include 12-Step programs such as Sex Addicts Anonymous. (Sexual Addiction Recovery Resources)
- Beard and Wolf’s 2001 Criteria for Maladaptive Internet Use
Widely used criteria for assessing Internet Addiction.
Internet Addiction self assessment.
- ReSTART Internet Addiction Recovery Program
Internet Addiction assessment available in 43 languages.
- ReSTART Internet Addiction Recovery Center
The first residential treatment center specifically for Internet and gaming addicts, ReSTART opened near Seattle, WA in Fall 2009.
- South Korea is home to a boot-camp style treatment center where Internet addicts recover through discipline and highly physical time offline.
- How Computer Games Help Children Learn
Book by David Williamson Shaffer.
- How Computer Games Help Children Learn
- Don’t Bother Me Mom–I’m Learning!
Book by Marc Prensky.
- What Video Games Have to Teach Us About Learning and Literacy
Book by James Paul Gee.
- The Benefits of Playing Video Games with Dr. Isabela Granic (Transcript)
An interview of Dr. Isabela Granic by Dr. Dave Van Nuys on ShrinkRapRadio
- Reset: Changing the Way We Look at Video Games
Book by Russel DeMaria.David Williamson Shaffer, educator and pioneer on gaming in education.
- Online Games – Types Of Popular Games
Article by Ezine.
- The Benefits of Online Gaming
Article by Moreforkids.com.
- Entertainment Software Rating Board
Widely used game rating system.
Games are designed to be fun and engaging, and educational games are no exception! They harness the desire of today’s youth to have instant, constant feedback and teach skills and information at the same time. Players are rewarded for knowledge, memory, mental agility, and creativity. Topics range from math, to reading, geography, planning, time and project management, language skills (primary and other languages), archaeology and other sciences, and business. The possibilities are endless; here is a sampling of the available games and their purpose, by age range. Most games are free unless otherwise noted.
- Young Children
A virtual community where children and tweens enjoy a wide range of educational and entertaining games
- Capital Penguin: Single-player game in which the player learns U.S. states and their capital cities. You must jump on the state that matches the given capital city; jumping towards the wrong state means your penguin will fall into the ocean. Hits and misses are recorded for learning feedback.
- Grammar Gorillas: Players identify parts of speech in order to win bananas. Levels are beginner (nouns and verbs) and advanced (all parts of speech).
- Grand Prix Mulitplication: Up to four players can play this game, which tests the ability to solve math problems quickly in order to win the Grand Prix. The student’s correct answers enable a faster pace of the car.
- Lemonade Stand: This game simulates the real-life task of running a lemonade stand. Start with twenty dollars; see how much you can make. Fun way to teach beginning business.
- Tug Team: Up to eight players can play this game which builds familiarity with fractions. How quickly the student correctly answers the fraction problem determines how much the dirt bike will tug, and the team with the fastest rate of correct answers will win the tug of war. Hits and misses are recorded and displayed at the end of the game, along with the student’s rate.
- Airport Tycoon 3: This business management game provides as close to hands-on experience as one can get remotely. Players manage an airport, including security, bad weather, customer and staff needs. Good 3D graphics.
- Darfur is Dying: This game educates players on world issues by showing the violence present in Sudan. The player may be at home on the computer, but they are certainly not isolated when playing this awareness-building game.
- Fitness Frenzy: Another time management game, this time the user runs 10 gym sites and performs personal training. The player helps his or her “clients” to shape up, while keeping them happy and performing all the necessary duties of the job. Great practice for offline time and project management.
- FreeRice.com: This game builds vocabulary and social awareness by donating 10 cents for each correct answer to the UN World Food Program.
- FunTrivia.com: Trivia games for teens, new games added every hour. Tests and rewards knowledge and quickness to answer.
- Gamestar Mechanic: Players get a chance to win enough power to design and create their own video games by solving a set of puzzles. One question asks users to determine how two players arrive at a given point at the same time using physics concepts.
- Geology Explorer: This game for high school and college students is designed to teach geology in a fun, interactive way. Players perform a number of exploratory tasks on the planet Oit, identify findings, create a map and overcome hardship.
- Little Big Planet: This multiplayer game for PlayStation 3 comes in 24 languages and has over a million levels – impossible to exhaust! In addition to playing, users can create their own challenges, to be played by others. Opportunity to be an active player and creator teaches exploration and game-building skills. Available at cost.
- Math Baseball: Players complete math problems to play baseball. A wrong answer is a strike out, and correct answers are hits. Whether the hit is a home run or simply to a base depends on the difficulty of the question.
- My Little Word Puzzles: Tests the user’s knowledge of definitions and spelling with this game. Letters are randomized and a definition is given; players can learn new words as they put the letters together.
- ReMission: The player gets to destroy malignant cancer cells in this health-promoting game.
- Virtual Cell: An interactive game designed to teach students the parts of a cell and how they interact. Includes worksheets for teachers and knowledge test questions.
- Words in a Word: Players find words (4 letter minimum) in other words. Builds vocabulary, quick word recognition skills.
- Educational Game Sites
- Arcademic Skill Builders: Language Arts, Math, Spelling, and many other games available here. Includes Grand Prix Multiplication, Tug Team and Capital Penguin listed above.
- Big Fish Games: This game site provides a new game daily. Subjects include time management, puzzle, strategy and others.
- Free Educational Games for Kids: An important resource for vetted free games from around the world.
- FunBrain.com: Gives games by category, and different level options. Includes Math Baseball and Grammar Gorillas listed above.
- Gamequarium – Science Interactives: This site provides science resources for grades K-12, by age category. Lessons are succinct, age-level appropriate and include topics such as precipitation, population and ecosystems, and DNA.
- Project Heart: A project of the Texas Heart Institute, this site provides games on nutrition, physical activity, and heart-health vocabulary for kids. Also includes lesson plan ideas for teachers spanning grades K-6.
- Quiz Factor: The site offers a range of different quizes-games from categories such as history, general knowledge, geography, literature, science and sports.
Gaming in the Community and Schools
Following are examples of educational models, family relationship-building and community improvement programs involving gaming. President Barack Obama supports the use of gaming in schools as a way to prepare children for the world they are entering. Here’s how today’s schools are using gaming to help students learn:
- The Top 10 Gaming Schools in the U.S. Interestingly, although these college campuses encourage Internet use, their policies do NOT result in increased Internet or gaming addiction. Eighty-three percent of students report gaming less than 6 hours a week. This may be an argument for normalizing gaming as a method for decreasing its potential addictive pull.
- Educational online games are becoming part of standard education. This article gives more information.
- CyberPsychology & Behavior
- Internet Journal of Mental Health Systems
- Computers in Human Behavior
- International Journal of Internet Science
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- Atwood, J. D., & Schwartz, L. (2002). Cyber-sex: The new affair treatment considerations. Journal of Couple & Relationship Therapy, 1(3), 37-56.
- Barak, A., & Fisher, W. A. (2002). The future of Internet sexuality. In A. Cooper (Ed.), Sex and the Internet: A guidebook for clinicians (263-280). New York: Brunner- Routledge.
- Baumgarten, M. (2003). Kids and the Internet: A Developmental summary. Computers in Entertainment, 1(10), 11-15.
- Beard, K. W., & Wolf, E. M. (2001). Modification in the Proposed Diagnostic Criteria for Internet Addiction. CyberPsychology & Behavior 4: 377-383.
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- Brenner, V. (1997). Psychology of computer use: Parameters of Internet use, abuse and addiction. Psychological Reports, 80, 879-882.
- Brenner, V. (1997). Psychology of computer use: VLVII. Parameters of Internet use, abuse and addiction: the first 90 days of the Internet usage survey. Psychological Reports 80: 879-882.
- Brodie, M., Flournoy, R.E., Altman, D.E., Blendon, R.J., Benson, J.M. and Rosenbaum, M.D. (2000). “Health information, the Internet, and the digital divide”. Health Affairs, 19, (6), 255-265
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- Carnes, P. J. (2003). The Anatomy of Arousal: Three Internet Portals. Sexual and Relationship Therapy, 18, 309-328.
- CBS News.com (2006). Detox For Video Game Addiction? Experts say gaming can be a Compulsion as strong as gambling. Accessed August 7, 2007 at: http://www.cbsnews.com/stories/2006/07/03/health/webmd/main1773956.shtml
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- Cooper (Ed.), Cybersex: The Dark Side of the Force (pp. 31-58). Philadelphia: Brunner Routledge.
- Cooper, A. (1998). Sexuality and the Internet: Surfing into the new millennium. CyberPsychology & Behavior, 1(2), 181-187.
- Cooper, A., & Sportolari, L. (1997). Romance and cyberspace: Understanding online attraction. Journal of Sex Education and Therapy, 22, 7-14.
- Cooper, A., Putnam, D. E., Planchon, L. A. & Boies, S. C. (1999). Online sexual compulsivity: Getting tangled in the net. Sexual Addiction and Compulsivity: The Journal of Treatment and Prevention, 6(2): 79-104.
- Cooper, A., Putnam, D. E., Planchon, L. A. & Boies, S. C. (1999). Online sexual compulsivity: Getting tangled in the net. Sexual Addiction & Compulsivity: The Journal of Treatment and Prevention, 6(2): 79-104. Treatment Outcomes with Internet Addicts
- Cooper, A., Scherer, C., Boies, S. C., & Gordon, B. (1999). Sexuality on the Internet: From sexual exploration to pathological expression. Professional Psychology: Research and Practice, 30(2), 154-164.
- Custer, R. Adolescent Problem Gambling, Council on Problem Gambling. Accessed July, 2, 2007 at: http://www.800gambler.org/ArticleDetails.aspx?ContentID=4
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- Davis, R. A. (2001). A cognitive behavioral model of pathological Internet use. Computers in Human Behavior. 17: 187-19
- Delmonico, D. L., Griffin, E., & Carnes, P. J. (2002). Treating online compulsive sexual behavior: When cybersex is the drug of choice. In A. Cooper (Ed.), Sex and the Internet: A guidebook for clinicians (147-167). New York: Brunner-Routledge.
- Diagnostic and Statistical Manual of Mental Disorders: Fourth Edition. American Psychiatric Association, Washington, D.C. 1994.
- Dongseong Choi, D. and Kim, J. (2004). “Why People Continue to Play Online Games: In Search of Critical Design Factors to Increase Customer Loyalty to Online Contents”. CyberPsychology & Behavior, 7(1): 11-24.
- Ducheneaut, N. & Moore, R. J. (2004). “The social side of gaming: a study of interaction patterns in a massively multiplayer online game.” Proceedings of the 2004 ACM conference on Computer supported cooperative work, 360 – 369.
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- Foreman, T (2006). Porn-to-go starting to take off. Accessed April 13, 2006 at: http://www.cnn.com/CNN/Programs/anderson.cooper.360/blog/2006/02/porn-to-gostarting-to-take-off.html
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- Greenfield, D. (1999). Internet Addiction: Disinhibition, Accelerated Intimacy and Other Theoretical Considerations. Paper presented at the 107th annual meeting of the American Psychological Association, August 22, 1999. Boston, MA.
- Greenfield, D. (1999). Virtual Addiction: Help for Netheads, Cyberfreaks, and Those Who Love Them. Oakland, CA: New Harbinger Publication. 553-575.
- Greenfield, D. N. (1999). Psychological characteristics of compulsive Internet use: A preliminary analysis. CyberPsychology & Behavior, 2(2): 403-412.
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