| 期刊論文1. | 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。 | 2. | Kwon, J. H.、Chung, C. S.、Lee, J.(2011)。The effects of escape from self and interpersonal relationship on the pathological use of internet games。Community Mental Health Journal,47(1),113-121。 | 3. | Chou, T.-J.、Ting, C.-C.(2003)。The Role of Flow Experience in Cyber-game Addiction。CyberPsychology & Behavior,6(6),663-675。 | 4. | 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。 | 5. | Yee, Nick(2006)。The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments。Presence: Teleoperators and virtual environments,15(3),309-329。 | 6. | Widyanto, L.、Griffiths, M. D.、Brunsden, V.(2011)。A psychometric comparison of the Internet Addiction Test, the Internet-Related Problem Scale, and self-diagnosis。Cyberpsychology, Behavior & Social Networking,14(3),141-149。 | 7. | Wu, Tsung-Chiung (Emily)、Scott, David、Yang, Chun-Chieh(2013)。Advanced or addicted? Exploring the relationship of recreation specialization to flow experiences and online game addiction。Leisure Sciences,35(3),203-217。 | 8. | Ko, C.-H.、Yen, J.-Y.、Chen, S.-H.、Yang, M.-J.、Lin, H. C.、Yen, C.-F.(2009)。Proposed diagnostic criteria and the screening and diagnosing tool of Internet addiction in college students。Comprehensive Psychiatry,50(4),378-384。 | 9. | Widyanto, L.、McMurran, M.(2004)。The psychometric properties of the Internet addiction test。Cyberpsychology & Behavior,7(4),443-450。 | 10. | Reis, H. T.、Sheldon, K. M.、Gable, S. L.、Roscoe, J.、Ryan, R. M.(2000)。Daily well-being: The role of autonomy, competence, and relatedness。Personality and Social Psychology Bulletin,26(4),419-435。 | 11. | Ryan, R. M.、Rigby, C. S.、Przybylski, A.(2006)。The motivational pull of video games: A self-determination theory approach。Motivation and Emotion,30(4),344-360。 | 12. | Ko, C. H.、Liu, G. C.、Hsiao, S.、Yen, J. Y.、Yang, M. J.、Lin, W. C.、Yen, C. F.、Chen, C. S.(2009)。Brain activities associated with gaming urge of online gaming addiction。Journal of Psychiatric Research,43(7),739-747。 | 13. | Lee, Y. H.、Ko, C. H.、Chou, C.(2015)。Re-visiting internet addiction among Taiwanese students: A cross-sectional comparison of students' expectations, online gaming, and online social interaction。Journal of Abnormal Child Psychology,43(3),589-599。 | 14. | 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。 | 15. | Griffiths, M. D.、Davies, M. N.、Chappell, D.(2004)。Demographic factors and playing variables in online computer gaming。CyberPsychology & Behavior,7(4),479-487。 | 16. | Wan, Chin-Sheng、Chiou, Wen-Bin(2006)。Psychological motives and online games addiction: A test of flow theory and humanistic needs theory for Taiwanese Adolescents。Cyberpsychology & Behavior,9(3),317-324。 | 17. | Kroenke, Kurt、Spitzer, Robert L.、Williams, Janet B. W.(2001)。The PHQ-9: Validity of a brief depression severity measure。Journal of General Internal Medicine,16(9),606-613。 | 18. | Chang, M. K.、Law, S. P. M.(2008)。Factor structure for Young's internet addiction test: A confirmatory study。Computers in Human Behavior,24(6),2597-2619。 | 19. | Jelenchick, L. A.、Becker, T.、Moreno, M. A.(2012)。Assessing the psychometric properties of the Internet Addiction Test (IAT) in US college students。Psychiatry Research,196(2/3),296-301。 | 20. | Kardefelt-Winther, D.(2014)。A conceptual and methodological critique of internet addiction research: Towards a model of compensatory internet use。Computers in Human Behavior,31,351-354。 | 21. | Khazaal, Y.、Billieux, J.、Thorens, G.、Khan, R.、Louati, Y.、Scarlatti, E.、Theintz, F.、Lederrey, J.、Van Der Linden, M.、Zullino, D.(2008)。French validation of the internet addiction test。CyberPsychology & Behavior,11(6),703-706。 | 22. | Korkeila, J.、Kaarlas, S.、Jääskeläinen, M.、Vahlberg, T.、Taiminen, T.(2010)。Attached to the web: Harmful use of the Internet and its correlates。European Psychiatry,25(4),236-241。 | 23. | Lai, C. M.、Mak, K. K.、Watanabe, H.、Ang, R. P.、Pang, J. S.、Ho, R. C.(2013)。Psychometric properties of the internet addiction test in Chinese adolescents。Journal of pediatric psychology,38(7),794-807。 | 24. | Mak, K. K.、Lai, C. M.、Ko, C. H.、Chou, C.、Kim, D. I.、Watanabe, H.、Ho, R. C.(2014)。Psychometric properties of the revised Chen internet addiction scale (CIAS-R) in Chinese adolescents。Journal of Abnormal Child Psychology,42(7),1237-1245。 | 25. | Rosseel, Y.(2012)。Lavaan: An R package for structural equation modeling。Journal of Statistical Software,48(2),1-36。 | 26. | Hussain, Z.、Williams, G. A.、Griffiths, M. D.(2015)。An Exploratory Study of the Association between Online Gaming Addiction and Enjoyment Motivations for Playing Massively Multiplayer Online Role-Playing Games。Computers in Human Behavior,50,221-230。 | 27. | Spitzer, R. L.、Kroenke, K.、Williams, J. B.、The Patient Health Questionnaire Primary Care Study Group(1999)。Validation and Utility of a Self-report Version of PRIME-MD: The PHQ Primary Care Study。JAMA,282(18),1737-1744。 | 28. | van Rooij, Antonius J.、Schoenmakers, Tim M.、Vermulst, Ad A.、van den Eijnden, Regina J. J. M.、van de Mheen, Dike(2011)。Online video game addiction: Identification of addicted adolescent gamers。Addiction,106(1),205-212。 | 29. | 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。 | 30. | 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。 | 31. | 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。 | 32. | Kirby, A.、Jones, C.、Copello, A.(2014)。The impact of massively multiplayer online role playing games (MMORPGs) on psychological wellbeing and the role of play motivations and problematic use。International journal of mental health and addiction,12(1),36-51。 | 33. | Griffiths, M. D.(2005)。A "components" model of addiction within a biopsychosocial framework。Journal of Substance Use,10(4),191-197。 | 34. | Kuss, D. J.、Louws, J.、Wiers, R. W.(2012)。Online gaming addiction? Motives predict addictive play behavior in massively multiplayer online role-playing games。Cyberpsychology, Behavior, and Social Networking,15(9),480-485。 | 35. | Billieux, J.、Thorens, G.、Khazaal, Y.、Zullino, D.、Achab, S.、Van der Linden, M.(2015)。Problematic involvement in online games: A cluster analytic approach。Computers in Human Behavior,43,242-250。 | 36. | Billieux, Joël、Van der Linden, Martial、Achab, Sophia、Khazaal, Yasser、Paraskevopoulos, Laura、Zullino, Daniele、Thorens, Gabriel(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。 | 37. | Hellström, C.、Nilsson, K. W.、Leppert, J.、Åslund, C.(2012)。Influences of motives to play and time spent gaming on the negative consequences of adolescent online computer gaming。Computers in Human Behavior,28(4),1379-1387。 | 38. | Ko, C. H.、Liu, T. L.、Wang, P. W.、Chen, C. S.、Yen, C. F.、Yen, J. Y.(2014)。The exacerbation of depression, hostility, and social anxiety in the course of Internet addiction among adolescents: a prospective study。Comprehensive Psychiatry,55(6),1377-1384。 | 39. | Choi, Dongseong、Kim, Jinwoo(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。 | 40. | Przybylski, A. K.、Rigby, C. S.、Ryan, R. M.(2010)。A motivational model of video game engagement。Review of General Psychology,14(2),154-166。 | 41. | 陳淑惠、翁儷禎、蘇逸人、吳和懋、楊品鳳(20030900)。中文網路成癮量表之編製與心理計量特性研究。中華心理學刊,45(3),279-294。 延伸查詢 | 42. | Chang, S. M.、Hsieh, M. Y.、Lin, S. S.(2018)。The mediation effects of gaming motives between game involvement and problematic Internet use: Escapism, advancement and socializing。Computers & Education,122,43-53。 | 43. | Demetrovics, Z.、Urbán, R.、Nagygyörgy, K.、Farkas, J.、Zilahy, D.、Mervó, B.、Harmath, E.、Reindl, A.、Ágoston, C.、Kertész, A.(2011)。Why do you play? The development of the motives for online gaming questionnaire (MOGQ)。Behavior Research Methods,43(3),814-825。 | 44. | Fuster, H.、Oberst, U.、Griffiths, M.、Carbonell, X.、Chamarro, A.、Talarn, A.(2012)。Psychological motivation in online role-playing games: A study of Spanish World of Warcraft players。Anales de Psicología,28(1),274-280。 | 45. | Pápay, O.、Urbán, R.、Griffiths, M. D.、Nagygyörgy, K.、Farkas, J.、Kökönyei, G.、Felvinczi, K.、Oláh, A.、Elekes, Z.、Demetrovics, Z.(2013)。Psychometric properties of the problematic online gaming questionnaire short-form and prevalence of problematic online gaming in a national sample of adolescents。Cyberpsychology, Behavior, and Social Networking,16(5),340-348。 | 46. | van Rooij, A. J.、Schoenmakers, T. M.、van de Eijnden, R. J.、van de Mheen, D.(2010)。Compulsive internet use: the role of online gaming and other internet applications。The Journal of Adolescent Health,47(1),51-57。 | 47. | Dauriat, F. Z.、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。 | 48. | Zhong, Z.-J.、Yao, M. Z.(2013)。Gaming motivations, avatar-self identification and symptoms of online game addiction。Asian Journal of Communication,23(5),555-573。 | 49. | Hsu, Chin-Lung、Lu, His-Peng(2007)。Consumer Behavior in Online Game Communities: A Motivational Factor Perspective。Computers in Human Behavior,23(3),1642-1659。 | 50. | Young, Kimberly S.(1998)。Internet addiction: The emergence of a new clinical disorder。CyberPsychology & Behavior,1(3),237-244。 | 51. | 張錦濤、陳超、劉鳳娥、趙會春、王燕、方曉義(2013)。網路遊戲動機量表在中國大學生中的初步修訂。中國臨床心理學雜誌,2013(1),13-16。 延伸查詢 | 52. | Bányai, F.、Zsila, Á.、Király, O.、Maraz, A.、Elekes, Z.、Griffiths, M. D.、Demetrovics, Z.(2017)。Problematic social media use: Results from a large-scale nationally representative adolescent sample。PLoS One,12(1)。 | 53. | Chen, I. H.、Ahorsu, D. K.、Pakpour, A. H.、Griffiths, M. D.、Lin, C. Y.、Chen, C. Y.(2020)。Psychometric Properties of Three Simplified Chinese Online-Related Addictive Behavior Instruments Among Mainland Chinese Primary School Students。Frontiers in Psychiatry,11。 | 54. | Dong, G.、Wang, L.、Du, X.、Potenza, M. N.(2017)。Gaming Increases Craving to Gaming-Related Stimuli in Individuals With Internet Gaming Disorder。Biological Psychiatry: Cognitive Neuroscience and Neuroimaging,2(5),404-412。 | 55. | Faulkner, G.、Irving, H.、Adlaf, E. M.、Turner, N.(2015)。Subtypes of Adolescent Video Gamers: a Latent Class Analysis。International Journal of Mental Health and Addiction,13(1),1-18。 | 56. | Kardefelt-Winther, D.(2014)。The moderating role of psychosocial well-being on the relationship between escapism and excessive online gaming。Computers in Human Behavior,38,68-74。 | 57. | King, D. L.、Delfabbro, P. H.、Griffiths, M. D.(2013)。Trajectories of problem video gaming among adult regular gamers: An 18-month longitudinal study。Cyberpsychology, Behavior, and Social Networking,16(1),72-76。 | 58. | Király, O.、Griffiths, M. D.、Demetrovics, Z.(2015)。Internet Gaming Disorder and the DSM-5: Conceptualization, Debates, and Controversies。Current Addiction Reports,2(3),254-262。 | 59. | Leung, H.、Pakpour, A. H.、Strong, C.、Lin, Y. C.、Tsai, M. C.、Griffiths, M. D.、Chen, I. H.(2020)。Measurement invariance across young adults from Hong Kong and Taiwan among three internet-related addiction scales: Bergen Social Media Addiction Scale (BSMAS), Smartphone Application-Based Addiction Scale (SABAS), and Internet Gaming Disorder Scale-Short Form (IGDS-SF9) (Study Part A)。Addictive behaviors,101。 | 60. | Lim, S.、Lee, J. E. R.(2009)。When playing together feels different: Effects of task types and social contexts on physiological arousal in multiplayer online gaming contexts。CyberPsychology & Behavior,12(1),59-61。 | 61. | Longman, H.、O'Connor, E.、Obst, P.(2009)。The effect of social support derived from World of Warcraft on negative psychological symptoms。CyberPsychology & Behavior,12(5),563-566。 | 62. | Lopez-Fernandez, O.、Williams, A. J.、Kuss, D. J.(2019)。Measuring Female Gaming: Gamer Profile, Predictors, Prevalence, and Characteristics From Psychological and Gender Perspectives。Frontiers in Psychology,10。 | 63. | Nagygyörgy, K.、Urban, R.、Farkas, J.、Griffiths, M. D.、Zilahy, D.、Kökönyei, G.、Harmath, E.(2013)。Typology and sociodemographic characteristics of massively multiplayer online game players。International Journal of Human--Computer Interaction,29(3),192-200。 | 64. | Pontes, H. M.、Kiraly, O.、Demetrovics, Z.、Griffiths, M. D.(2014)。The conceptualisation and measurement of DSM-5 Internet Gaming Disorder: The development of the IGD-20 Test。PLoS One,9(10)。 | 65. | Ramezani, M.、Namiranian, N.、Salehi, M.(2012)。Validity and reliability of the Chen internet addiction scale。Journal of Fundamentals of Mental Health,14(55),45-236。 | 66. | Tejeiro Salguero, R. A.、Morán, R. M. B.(2002)。Measuring problem video game playing in adolescents。Addiction,97(12),1601-1606。 | 67. | Wu, C. Y.、Lee, M. B.、Liao, S. C.、Chang, L. R.(2015)。Risk factors of internet addiction among internet users: An online questionnaire survey。PLoS One,10(10),(e0137506)1-(e0137506)10。 | 68. | Yee, Nick(2006)。Motivations for play in online games。Cyberpsychology & behavior: the impact of the Internet, multimedia and virtual reality on behavior and society,9(6),772-775。 | 會議論文1. | Yee, N.、Ducheneaut, N.、Nelson, L.(2012)。Online gaming motivations scale: development and validation。The SIGCHI conference on human factors in computing systems,2803-2806。 | 2. | Yee, N.(2016)。The gamer motivation profile: What we learned from 250,000 gamers。The 2016 annual symposium on computer-human interaction in play。ACM。 | 圖書1. | Csikszentmihalyi, M.、Csikszentmihalyi, I.(1990)。Flow: The Psychology of Optimal Experience。Harper and Row。 | 2. | Bollen, K. A.(1989)。Structural equation models with latent variables。New York:John Wiley & Sons。 | 3. | Young, Kimberly S.(1998)。Caught in the Net: How to Recognize the Signs of Internet Addiction--and a Winning Strategy for Recovery。New York, NY:John Wiley & Sons。 | 4. | American Psychiatric Association(2013)。Diagnostic and Statistical Manual of Mental Disorders (DSM-5)。American Psychiatric Association。 | 其他1. | Bartle, R.(1996)。Hearts, clubs, diamonds, spades: Players who suit MUDs,http://www.mud.co.uk/richard/hcds.htm。 | 2. | Goldberg, I.(1996)。Internet addiction disorder,http://www.physics.wisc.edu/-shaizi/intemet-addiction-criteria.htm。 | 3. | Vermunt, J. K.,Magidson, J.(2016)。Technical Guide for Latent GOLD 5.1: Basic, Advanced, and Syntax,Statistical Innovations Inc.。 | 圖書論文1. | Griffiths, M. D.、Király, O.、Pontes, H. M.、Demetrovics, Z.(2015)。An overview of problematic gaming。Mental health in the digital age: Grave dangers, great promise。Oxford University Press。 | |
| |