簡易檢索 / 詳目顯示

研究生: 蕭詠瀚
Hsiao, Yung-Han
論文名稱: 台灣青少年行動上網裝置網路遊戲使用行為與正向心理健康之相關研究
The Relationship between the Mobile Game Using Behaviors and Positive Mental Health among Taiwanese Adolescents
指導教授: 陳李綢
Chen, Li-Chou
學位類別: 碩士
Master
系所名稱: 教育心理與輔導學系
Department of Educational Psychology and Counseling
論文出版年: 2016
畢業學年度: 104
語文別: 中文
論文頁數: 134
中文關鍵詞: 網路遊戲使用行為正向心理健康手機遊戲
英文關鍵詞: Internet game using behavior, positive mental health, mobile games
DOI URL: https://doi.org/10.6345/NTNU202201890
論文種類: 學術論文
相關次數: 點閱:196下載:33
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 本研究旨在探討青少年行動上網裝置網路遊戲使用行為與正向心理健康間之關係,並比較不同背景群體與遊戲行為之台灣青少年在行動上網裝置網路遊戲使用行為與正向心理健康之差異情形。研究方法為問卷調查法,以北部地區758名就讀各級國中、高中職學校之在校生與未就學之青少年為研究對象,使用「行動上網裝置網路遊戲使用行為量表─青少年版」與「中學生正向心理健康量表」作為研究工具,將調查所得資料以描述統計、獨立樣本t檢定、單變量及多變量變異數分析、皮爾森積差相關與回歸分析進行資料處理分析,獲致以下發現:
    一、台灣青少年行動上網裝置網路遊戲使用行為現況偏低、正向心理健康現
    況尚佳。
    二、不同性別、遊戲行為之青少年在行動上網裝置網路遊戲使用行為上有顯
    著差異。
    三、行動上網裝置網路遊戲使用行為與正向心理健康呈低度負相關,並可以
    「網路人際關係」、「負面結果」、「心情調適」等向度預測之。
    四、網路遊戲過度使用青少年與一般手遊玩家青少年在正向心理健康分向
    度:「情緒平衡」上有差異;在考量「性別」變項的情形下,整體正向
    心理健康有差異。
    最後,根據上述研究結果進行討論、形成結論,並就實務場域與未來研究上提出相關建議。

    The main purposes of this research were to investigate the relationship between the mobile game using behavior and positive mental health among Taiwanese adolescents and how they vary with demographic characteristics and adolescent gaming behavior. Questionnaire survey was used as the method of this study, and the 758 participants of the study were high school students, vocational school students and teenagers without a formal education in Northern Taiwan. The instruments used in this research included “Mobile Game Using Behavior Scale - Adolescent Version” and “Positive Mental Health Scale of Middle School Student”.
    The collected data were analyzed by descriptive statistics, t-test, one-way ANOVA, MANOVA and Pearson’s product-moment statistics.
    The results of this research were as follows:
    1.In Taiwan, the condition of mobile game using behavior
    in adolescents is low and the condition of positive
    mental health is fine.
    2.Mobile game using behavior in adolescents varies with
    gender and gaming behavior.
    3.Mobile game using behavior in adolescents has little
    negative correlation with positive mental health and it
    can be predicted by dimensions of “Internet
    relationship”, “negative results” and ”emotion
    regulation”.
    4.The teenage population of overusing mobile game and
    common teenage gamer have differences in positive
    mental health’s dimensions of “emotional balance”.
    Considering the variable - gender, the positive mental
    health is generally different.
    At last, discussion and conclusion were made according to the foregoing result of this research, and advice was given for practice and future studies.

    誌謝詞…………………………………………………………………………………...i 中文摘要…………………………………………………………………………….....iii 英文摘要……………………………………………………………………………......v 目次…………………………………………………………………………………....vii 表次…………………………………………………………………………………….ix 圖次………………………………………………………………………………….....xi 第一章 緒論…………………………………………………………………………...1 第一節 研究背景與動機………………………………………………………...1 第二節 研究目的與待答問題…………………………………………………...6 第三節 名詞釋義………………………………………………………………...7 第二章 文獻探討……………………………………………………………………...9 第一節 網路遊戲使用行為………………………………………………….......9 第二節 正向心理健康……………………………………………………….....35 第三節 網路遊戲使用行為與正向心理健康之相關究…………………….41 第三章 研究方法…………………………………………………………………….45 第一節 研究架構……………………………………………………………….45 第二節 研究假設……………………………………………………………….46 第三節 研究對象……………………………………………………………….47 第四節 研究工具……………………………………………………………….50 第五節 資料處理與分析……………………………………………………….62 第六節 研究實施程序………………………………………………………….64 第四章 結果與討論………………………………………………………………….67 第一節 台灣青少年行動上網裝置網路遊戲使用行為、正向心理健 康之現況……………………………………………………………………….67 第二節 不同背景變項、遊戲行為之青少年在行動上網裝置網路遊 戲使用行為上的差異………………………………………………………….70 第三節 台灣青少年行動上網裝置網路遊戲使用行為與正向心理健康之 關聯與預測……………………………………………………………….80 第四節 網路遊戲過度使用青少年與一般手遊玩家青少年在正向心理健 康上之差異……………………….………………………………………83 第五節 討論…………………………………………………………………….86 第五章 結論與建議………………………………………………………………….93 第一節 結論…………………………………………………………………….93 第二節 建議…………………………………………………………………….95 參考文獻…………………………………………………………………………….....98 中文部分……………………………………………………………………….....98 英文部分………………………………………………………………………...100 附錄…………………………………………………………………………………...129 附錄一 台灣青少年行動上網裝置網路遊戲使用行為與正向心理健康之 相關研究問卷………………………………………………………...129 附錄二 研究工具使用同意書………………………………………………...132

    中文部分
    Our Mobile Planet 智慧型手機研究報告(2013年5月)。【線上論壇】。Google。取自http://think.withgoogle.com/mobileplanet/zh-tw/downloads
    王智弘(2008)。網路成癮的成因分析與輔導策略。輔導季刊,44(1),1-12。
    江文慈(2013)。i時代的身心健康隱憂:低頭族症候群。諮商與輔導,330,17-20。
    何振珮、朱正一(2012)。國中生網路成癮傾向與身心健康、學業成績之相關性研究。志為護理,11(5),58-68。
    沈蕙柔(2013)。智慧型手機使用行為及其使用者特質之相關研究(未出版之碩士論文)。國立彰化師範大學,彰化。
    林旻沛(2012)。這些年,我們一起關心的網路成癮:漫談網路成癮的定義、衡鑑及心理治療。臨床心理通訊,50,10-18。
    吳明隆(2008)。SPSS操作與應用:多變量分析實務。台北市:五南。
    吳明隆(2010)。SPSS操作與應用:問卷統計分析實務。台北市:五南。
    吳淑芳(2006)。國外量表之兩階段翻譯及信、效度測試。護理雜誌,53(1),65-71。
    邱皓政(2010)。量化研究與統計分析:SPSS(PASW)資料分析範例解析。台北市:五南。
    胡夢蕾(2008)。我國技專院校餐旅管理科系學生人格特質、創業環境與創業態度之研究。餐旅暨家政期刊,5(4),349-375。
    張高賓(2009)。父母教養態度、家庭心理環境與青少年網路成癮之相關研究。家庭教育與諮商學刊,6,93-117。
    張正杰、施美雲(2015)。高中職學生手機使用行為與手機成癮傾向之研究。教育傳播與科技研究,110,41-62。
    許崇憲(2008)。大學新生心理健康影響因素的性別差異。中華輔導與諮商學報,23,45-80。
    許韶玲、施香如(2013)。網路成癮是一種心理疾病嗎?從實證與論述文獻的脈絡檢視。教育心理學報,44(4),773-792。
    教育部(2011)。校園攜帶行動電話使用規範原則 【電子郵件清單訊息】。取自
    http://www.hla.hlc.edu.tw/a210/life/1000906(%E6%95%99%E8%82%B2%E9%8
    3%A8)%20%20%E6%A0%A1%E5%9C%92%E6%94%9C%E5%B8%B6%E8%A1%8C
    %E5%8B%95%E9%9B%BB%E8%A9%B1%E4%BD%BF%E7%94%A8%E8%A6%8F%
    E7%AF%84%E5%8E%9F%E5%89%87%20.doc.pdf.pdf
    陳李綢(2014)。中學生正向心理健康量表之編制研究。教育研究與發展期刊,10(4),1-12。
    陳淑惠、翁儷禎、蘇逸人、吳和懋、楊品鳳(2003)。中文網路成癮量表之編制與心理計量特性研究。中華心理學刊,45(3),279-294。
    黃禎貞、林世華(2010)。台灣與美國青少年心理健康泛文化比較之研究。中華心理衛生學刊,23(3),465-491。
    楊志偉、羅中廷(2006)。青少年網路成癮:病例報告。臺灣家庭醫學雜誌,16(1),64-71。
    蕭佳純、董旭英(2011)。TEPS資料庫中國中生心理健康情形之縱貫性分析。諮商輔導學報:高師輔導所刊,23,75-97。
    謝龍卿(2004)。青少年網路使用與網路成癮現象之相關研究。臺中師院學報,18(2),19-44。
    戴秀津、楊美賞、顏正芳(2004)。台灣南部青少年網路成癮及其對身心健康影響之探討。慈濟醫學雜誌,16(4),241-248。

    英文部分
    Adams, G. R., Gullotta, T., & Clancy, M. A. (1985). Homeless adolescents: A
    descriptive study of similarities and differences between runaways and
    throwaways. Adolescence, 20(79), 715-724.
    Adelson, J. (1980). Handbook of adolescent psychology. New York, NY: Wiley.
    Adelson, J., & Doehrman, M. J. (1980). The psychodynamic approach to
    adolescence. In Adelson, J. (Ed.), Handbook of adolescent psychology (pp. 99-
    116). New York, NY: Wiley.
    Afifi, M. (2007). Gender differences in mental health. Singapore Medical
    Journal, 48(5), 385-391.
    Allison, S. E., von Wahlde, L., Shockley, T., & Gabbard, G. O. (2006). The
    development of the self in the era of the Internet and role-playing fantasy games.
    The American Journal of Psychiatry, 163(3), 381-385.
    Arias-Carrión, Ó., & Pöppel, E. (2007). Dopamine, learning, and reward-seeking behavior. Acta Neurobiologiae Experimentalis, 67(4), 481-488.
    American Psychiatric Association. (2013). The Diagnostic and Statistical Manual of Mental Disorders: DSM-5. Arlington, VA: American Psychiatric Association.
    Amichai-Hamburger, Y., & Ben-Artzi, E. (2003). Loneliness and Internet use. Computers in Human Behavior, 19(1), 71-80.
    Andereassen, C. S., Torsheim, T., Brunborg, G. S., & Pallesen, S. (2012). Development of a Facebook addiction scale 1, 2. Psychological Reports, 110(2), 501-517.
    Armstrong, L., Phillips, J. G., & Saling, L. L. (2000). Potential determinants of heavier Internet usage. International Journal of Human-Computer Studies, 53(4), 537-550.
    Bachman, J. G. (1970). Youth in transition: The impact of family background and intelligence on tenth-grade boys. Ann Arbor, MI: Institute for Social Research.
    Batthyany, D., Müller, K. W., Benker, F., & Woelfling, K. (2008). Computer game playing: Clinical characteristics of dependence and abuse among adolescents. Wiener Klinische Wochenschrift, 121(15-16), 502-509. doi: 10.1007/s00508-009-1198-3
    Beard, K. W. (2005). Internet addiction: A review of current assessment techniques and potential assessment questions. CyberPsychology & Behavior, 8(1), 7-14. doi: 10.1089/cpb.2005.8.7.
    Beard, K. W. (2008). Internet addiction in children and adolescents. In Yarnall, C. B. (Ed.), Computer Science Research Trends (pp. 59-70). Hauppauge, NY: Nova Publishers.
    Beard, K. W., & Wolf, E. M. (2001). Modification in the proposed diagnostic criteria for Internet addiction. CyberPsychology & Behavior, 4(3), 377-383. doi: 10.1089/109493101300210286
    Benson, P. L., & Scales, P. C. (2009). The definition and preliminary measurement of thriving in adolescence. The Journal of Positive Psychology, 4(1), 85-104. doi: 10.1080/17439760802399240
    Bernardi, S., & Pallanti, S. (2009). Internet addiction: A descriptive clinical study focusing on comorbidities and dissociative symptoms. Comprehensive Psychiatry, 50(6), 510-516. doi: 10.1016/j.comppsych.2008.11.011
    Bessière, K., Seay, A. F., & Kiesler, S. (2007). The ideal elf: Identity exploration in World of Warcraft. CyberPsychology & Behavior, 10(4), 530-535. doi: 10.1089/cpb.2007.9994
    Billieux, J., Van der Linden, M., Achab, S., Khazaal, Y., Paraskevopoulos, L., Zullino, D., & Thorens, G. (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.
    Blinka, L. (2008). The relationship of players to their avatars in MMORPGs: Differences between adolescents, emerging adults and adults. Cyberpsychology: Journal of Psychosocial Research on Cyberspace, 2(1), 1-9.
    Black, D. W., Belsare, G., & Schlosser, S. (1999). Clinical features, psychiatric comorbidity, and health-related quality of life in persons reporting compulsive computer use behavior. The Journal of Clinical Psychiatry, 60(12), 839-844.
    Block, J. J. (2008). Issues for DSM-V: Internet addiction. The American Journal of Psychiatry, 165, 306-307. doi: 10.1176/appi.ajp.2007.07101556
    Bolognini, M., Plancherel, B., Bettschart, W., & Halfon, O. (1996). Self-esteem and mental health in early adolescence: Development and gender differences. Journal of Adolescence, 19(3), 233-245. doi: 10.1006/jado.1996.0022
    Brack, C. J., Orr, D. P., & Ingersoll, G. (1988). Pubertal maturation and adolescent self-esteem. Journal of Adolescent Health Care, 9(4), 280-285. doi: 10.1016/0197-0070(88)90250-1
    Bradley, S. J. (2003). Affect regulation and the development of psychopathology. New York, NY: Guilford.
    Bromley, E., Johnson, J. G., & Cohen, P. (2006). Personality strengths in adolescence and decreased risk of developing mental health problems in early adulthood. Comprehensive Psychiatry, 47(4), 315-324. doi: 10.1016/j.comppsych.2005.11.003
    Campbell, J., Greenauer, N., Macaluso, K., & End, C. (2007). Unrealistic optimism in internet events. Computers in Human Behavior, 23(3), 1273-1284. doi: 10.1016/j.chb.2004.12.005
    Cao, F. L, Su, L. Y., Liu, T. Q., & Gao, X. P. (2007). The relationship between impulsivity and Internet addiction in a sample of Chinese adolescents. European Psychiatry, 22(7), 466-471. doi:10.1016/j.eurpsy.2007.05.004
    Caplan, S. E. (2007). Relations among loneliness, social anxiety, and problematic internet use. CyberPsychology & Behavior, 10(2), 234-242. doi: 10.1089/cpb.2006.9963
    Caplan, S. E., Williams, D., & Yee, N. (2009). Problematic internet use and
    psychosocial well-being among MMO players. Computers in Human Behavior,
    25(6), 1312-1319.
    CBC News. (2013, January 21). In-app purchasing and $3000 iTunes bill stun mom.
    [News article]. Retrieved from http://www.cbc.ca/news/canada/newfoundland-
    labrador/in-app-purchasing-and-3-000-itunes-bill-stun-mom-1.1342843
    Ceyhan, A. A., & Ceyhan, E. (2008). Loneliness, depression, and computer self-efficacy as predictors of problematic internet use. CyberPsychology & Behavior, 11(6), 699-701.
    Chan, P. A., & Rabinowitz, T. (2006). A cross-sectional analysis of video games and attention deficit hyperactivity disorder symptoms in adolescents. Annals of General Psychiatry, 5(16), 1-10. doi: 10.1186/1744-859X-5-16
    Chiu, S. I., Lee, J. Z., & Huang, D. H. (2004). Video game addiction in children and
    teenagers in Taiwan. CyberPsychology & Behavior, 7(5), 571-581. doi:
    10.1089/cpb.2004.7.571
    Chou, T. J., & Ting, C. C. (2003). The role of flow experience in cyber-game
    addiction. CyberPsychology & Behavior, 6(6), 663-675. doi:
    10.1089/109493103322725469
    Christensen, C., & Prax, P. (2012). Assemblage, adaptation and apps: Smartphones
    and mobile gaming. Continuum: Journal of Media & Cultural Studies, 26(5),
    731-739. doi: 10.1080/10304312.2012.706461
    CNN. (2015, January 21). Gaming to death: What turns a hobby into a health hazard?
    [News article]. Retrieved from
    http://edition.cnn.com/2015/01/21/opinion/gaming-addiction-risks/
    Cohen, J., Cohen, P., West, S. G., & Aiken, L. S. (2013). Applied multiple
    regression/correlation analysis for the behavioral sciences. Mahwah, NJ:
    Routledge.
    Cole, H., & Griffiths, M. D. (2007). Social interactions in massively multiplayer
    online role-playing gamers. CyberPsychology & Behavior, 10(4), 575-583. doi:
    10.1089/cpb.2007.9988
    Cole, P. M., Michel, M. K., & Teti, L. O. D. (1994). The development of emotion
    regulation and dysregulation: A clinical perspective. Monographs of the Society
    for Research in Child Development, 59(2-3), 73-102. doi: 10.1111/j.1540-
    5834.1994.tb01278.x
    Collier, R. (2009). Internet addiction: New-age diagnosis or symptom of age-old
    problem? Canadian Medical Association Journal, 181(9), 575-576.
    Collins, W. A., & Laursen, B. (2004). Changing relationships, changing youth:
    Interpersonal contexts of adolescent development. The Journal of Early
    Adolescence, 24(1), 55-62. doi: 10.1177/0272431603260882
    Collishaw, S., Maughan, B., Goodman, R., & Pickles, A. (2004). Time trends in
    adolescent mental health. Journal of Child Psychology and Psychiatry, 45(8),
    1350-1362. doi: 10.1111/j.1469-7610.2004.00335.x
    Cooper, A. (1998). Sexuality and the Internet: Surfing into the new millennium.
    CyberPsychology & Behavior, 1(2), 187-193.
    Cooper, C. R. (1994). Cultural perspectives on continuity and change in adolescents'
    relationships. In Montemayor, R., Adams, G. R., & Gullotta, T. P. (Eds.),
    Personal Relationships During Adolescence (pp. 78-100). Thousand Oaks, CA:
    Sage.
    Darling, N., & Steinberg, L. (1993). Parenting style as context: An integrative
    model. Psychological Bulletin, 113(3), 487-496. doi: 10.1037/0033-
    2909.113.3.487
    Davis, R. A. (2001). A cognitive-behavioral model of pathological internet use.
    Computers in Human Behavior, 17(2), 187-195.
    Dearing, K. F., Hubbard, J. A., Ramsden, S. R., Parker, E. H., Relyea,
    N., …Flanagan, K. D.(2002). Children's self reports about anger regulation:
    Direct and indirect links to social preference and aggression. Merrill-Palmer
    Quarterly, 48(3), 308-336.
    Dejoie, J. F. (2001). Internet addiction: A different kind of addiction? Revue Medicale
    de Liege, 56(7), 523-530.
    Dell'Osso, B., Hadley, S., Allen, A., Baker, B., Chaplin, W. F., & Hollander, E.
    (2008). Escitalopram in the treatment of impulsive-compulsive internet usage
    disorder: An open-label trial followed by a double-blind discontinuation
    phase. Journal of Clinical Psychiatry, 69(3), 452-456.
    Demetrovics, Z., Urbán, R., Nagygyörgy, K., Farkas, J., Griffiths, M. D., Pápay,
    O., ...Oláh, A. (2012). The development of the problematic online gaming
    questionnaire (POGQ). PloS One, 7(5), e36417. doi:
    10.1371/journal.pone.0036417
    Derlega, V. J., & Janda, L. H. (1986). Personal adjustment: The psychology of
    everyday life. Glenview, IL: Scott Foresman & Company.
    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. doi: 10.1542/peds.2009-
    2706
    Di Chiara, G. (2000). Role of dopamine in the behavioural actions of nicotine related
    to addiction. European Journal of Pharmacology, 393(1), 295-314.
    Dishion, T. J., & Loeber, R. (1985). Adolescent marijuana and alcohol use: The role
    of parents and peers revisited. The American Journal of Drug and Alcohol
    Abuse, 11(1-2), 11-25. doi: 10.3109/00952998509016846
    Dong, G., Huang, J., & Du, X. (2011). Enhanced reward sensitivity and decreased
    loss sensitivity in Internet addicts: An fMRI study during a guessing
    task. Journal of Psychiatric Research, 45(11), 1525-1529.
    Du, Y. S., Jiang, W., & Vance, A. (2010). Longer term effect of randomized,
    controlled group cognitive behavioural therapy for Internet addiction in
    adolescent students in Shanghai. Australian and New Zealand Journal of
    Psychiatry, 44(2), 129-134. doi: 10.3109/00048670903282725
    Dweck, C. S., Davidson, W., Nelson, S., & Enna, B. (1978). Sex differences in
    learned helplessness: II. The contingencies of evaluative feedback in the
    classroom and III. An experimental analysis. Developmental Psychology, 14(3),
    268-276. doi: 10.1037/0012-1649.14.3.268
    Dworak, M., Schierl, T., Bruns, T., & Strüder, H. K. (2007). Impact of singular
    excessive computer game and television exposure on sleep patterns and memory
    performance of school-aged children. Pediatrics, 120(5), 978-985.
    Elkind, D., & Bowen, R. (1979). Imaginary audience behavior in children and
    adolescents. Developmental Psychology, 15(1), 38-44. doi: 10.1037/0012-1649.15.1.38
    Ellison, N. B. (2007). Social network sites: Definition, history, and scholarship.
    Journal of Computer‐Mediated Communication, 13(1), 210-230.
    Ellison, N. B., Steinfield, C., & Lampe, C. (2007). The benefits of Facebook
    “friends:” Social capital and college students’ use of online social network
    sites. Journal of Computer‐Mediated Communication, 12(4), 1143-1168.
    Erwin, B. A., Turk, C. L., Heimberg, R. G., Fresco, D. M., & Hantula, D. A. (2004).
    The Internet: Home to a severe population of individuals with social anxiety
    disorder? Journal of Anxiety Disorders, 18(5), 629-646.
    Festl, R., Scharkow, M., & Quandt, T. (2013). Problematic computer game use among
    adolescents, younger and older adults. Addiction, 108(3), 592-599.
    Fincham, F. D., & Bradbury, T. N. (1987). The impact of attributions in marriage: A
    longitudinal analysis. Journal of Personality and Social Psychology, 53(3), 510-
    517. doi: 10.1037/0022-3514.53.3.510
    Fisher, S. (1994). Identifying video game addiction in children and adolescents.
    Addictive Behaviours, 19(5), 545-553.
    Forehand, R. (1977). Child compliance to parental requests: Behavioral analysis and
    treatment. In Hersen, M., Eisler, R. M., & Miller, P. M. (Eds.), Progress in
    Behavior Modification (pp. 111-147). New York, NY: Academic Press.
    Furman, W., Simon, V. A., Shaffer, L., & Bouchey, H. A. (2002). Adolescents’
    working models and styles for relationships with parents, friends, and romantic
    partners. Child Development, 73(1), 241-255. doi: 10.1111/1467-8624.00403
    Fuster, H., Carbonell, X., Chamarro, A., & Oberst, U. (2013). Interaction with the
    game and motivation among players of massively multiplayer online role-
    playing games. The Spanish Journal of Psychology, 16(e43), 1-8.
    doi: 10.1017/sjp.2013.54
    Gibb, B. E., Alloy, L. B., Abramson, L. Y., Rose, D. T., Whitehouse, W. G.,
    Donovan, P., ... & Tierney, S. (2001). History of childhood maltreatment,
    negative cognitive styles, and episodes of depression in adulthood. Cognitive
    Therapy and Research, 25(4), 425-446. doi: 10.1023/A:1005586519986
    Gillham, J., & Reivich, K. (2004). Cultivating optimism in childhood and
    adolescence. The Annals of the American Academy of Political and Social
    Science, 591(1), 146-163. doi: 10.1177/0002716203260095
    Gladstone, T. R., & Kaslow, N. J. (1995). Depression and attributions in children and
    adolescents: A meta-analytic review. Journal of Abnormal Child
    Psychology, 23(5), 597-606. doi: 10.1007/BF01447664
    Griffiths, M. D. (2000). Excessive internet use: Implications for sexual behavior.
    CyberPsychology & Behavior, 3(4), 537-552.
    Griffiths, M. D. (2001). Sex on the Internet: Observations and implications for
    Internet sex addiction. Journal of Sex Research, 38(4), 333-342.
    Griffiths, M. D. (2003). Internet gambling: Issues, concerns, and
    recommendations. CyberPsychology & Behavior, 6(6), 557-568.
    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.
    Griffiths, M. D., & Barnes, A. (2008). Internet gambling: An online empirical study
    among student gamblers. International Journal of Mental Health and Addiction,
    6(2), 194-204.
    Griffiths, M. D., & Meredith, A. (2009). Videogame addiction and its treatment. Journal of Contemporary Psychotherapy, 39(4), 247-253. doi: 10.1007/s10879-009-9118-4
    Griffiths, M. D., Davies, M. N., & Chappell, D. (2003). Breaking the stereotype: The case of online gaming. CyberPsychology & Behavior, 6(1), 81-91. doi: 10.1089/109493103321167992
    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.
    Griffiths, M. D., King, D. L., & Demetrovics, Z. (2014). DSM-5 internet gaming
    disorder needs a unified approach to assessment. Neuropsychiatry, 4(1), 1-4.
    Griffiths, M. D., & Parke, J. (2002). The social impact of internet gambling. Social
    Science Computer Review, 20(3), 312-320.
    Greenfield, D. N. (1999). Psychological characteristics of compulsive internet use: A
    preliminary analysis. CyberPsychology & Behavior, 2(5), 403-412.
    Ha, J. H., Yoo, H. J., Cho, I. H., Chin, B., Shin, D., & Kim, J. H. (2006). Psychiatric
    comorbidity assessed in Korean children and adolescents who screen positive for
    Internet addiction. Journal of Clinical Psychiatry, 67(5), 821-826. doi:
    10.4088/JCP.v67n0517
    Han, D. H., Hwang, J. W., & Renshaw, P. F. (2010). Bupropion sustained release
    treatment decreases craving for video games and cue-induced brain activity in
    patients with Internet video game addiction. Experimental and Clinical
    Psychopharmacology, 18(4), 297-304.
    Han, D. H., Lee, Y. S., Na, C., Ahn, J. Y., Chung, U. S., Daniels, M. A., ... &
    Renshaw, P. F. (2009). The effect of methylphenidate on Internet video game
    play in children with attention-deficit/hyperactivity disorder. Comprehensive
    Psychiatry, 50(3), 251-256. doi: 10.1016/j.comppsych.2008.08.011
    Han, D. H., Lee, Y. S., Yang, K. C., Kim, E. Y., Lyoo, I. K., & Renshaw, P. F.
    (2007). Dopamine genes and reward dependence in adolescents with excessive
    internet video game play. Journal of Addiction Medicine, 1(3), 133-138. doi:
    10.1097/ADM.0b013e31811f465f
    Harter, S. (1993). Causes and consequences of low self-esteem in children and
    adolescents. In Baumeister, R. F. (Ed.), Self-esteem: The Puzzle of Low Self-
    Regard (pp. 87-116). New York, NY: Springer US. doi: 10.1007/978-1-4684-
    8956-9_5
    Hartup, W. W. (1993). Adolescents and their friends. New Directions for Child and
    Adolescent Development, 1993(60), 3-22. doi: 10.1002/cd.23219936003
    Hartwell, K. J., Tolliver, B. K., & Brady, K. T. (2009). Biologic commonalities
    Between mental illness and addiction. Primary Psychiatry, 16(8), 33-39.
    Hoeft, F., Watson, C. L., Kesler, S. R., Bettinger, K. E., & Reiss, A. L. (2008).
    Gender differences in the mesocorticolimbic system during computer game-
    play. Journal of Psychiatric Research, 42(4), 253-258.
    Hollander, E. (2006). Behavioral and substance addictions: A new proposed DSM-V
    category characterized by impulsive choice, reward sensitivity, and fronto-
    striatal circuit impairment. CNS Spectrums, 11(11), 814-815.
    Howell, A. J. (2009). Flourishing: Achievement-related correlates of students’ well-
    being. The Journal of Positive Psychology, 4(1), 1-13. doi:
    10.1080/17439760802043459
    Hsu, S. H., Wen, M. H., & Wu, M. C. (2009). Exploring user experiences as
    predictors of MMORPG addiction. Computers & Education, 53(3), 990-999.
    Huizinga, J. (1938). Homo ludens: A study of the play-element in culture. Boston, MA: Beacon.
    Hussain, Z., & Griffiths, M. D. (2009). The attitudes, feelings, and experiences of online gamers: A qualitative analysis. CyberPsychology & Behavior, 12(6), 747-753. doi: 10.1089/cpb.2009.0059
    Inazu, J. K., & Fox, G. L. (1980). Maternal influence on the sexual behavior of teen-age daughters: Direct and indirect sources. Journal of Family Issues, 1(1), 81-102.
    İskender, M., & Akin, A. (2010). Social self-efficacy, academic locus of control, and internet addiction. Computers & Education, 54(4), 1101-1106.
    Jahoda, M. (1958). Current concepts of positive mental health. New York, NY: Basic Books.
    Jeong, E. J., & Kim, D. H. (2011). Social activities, self-efficacy, game attitudes, and game addiction. Cyberpsychology, Behavior, and Social Networking, 14(4), 213-221. doi: 10.1089/cyber.2009.0289
    Joiner Jr, T. E., & Wagner, K. D. (1996). Parental, child-centered attributions and outcome: A meta-analytic review with conceptual and methodological implications. Journal of Abnormal Child Psychology, 24(1), 37-52. doi: 10.1007/BF01448372
    Karaiskos, D., Tzavellas, E., Balta, G., & Paparrigopoulos, T. (2010). P02-232-Social network addiction: A new clinical disorder? European Psychiatry, 25(1), 855. doi: 10.1016/S0924-9338(10)70846-4
    Kardefelt-Winther, D. (2014). Meeting the unique challenges of assessing internet gaming disorder. Addiction, 109(9), 1568-1570. doi: 10.1111/add.12645
    Kawash, G. F. (1982). A structural analysis of self‐esteem from pre‐adolescence through young adulthood: Anxiety and extraversion as agents in the development of self‐esteem. Journal of Clinical Psychology, 38(2), 301-311.
    Kazdin, A. E. (1993). Adolescent mental health: Prevention and treatment programs. American Psychologist, 48(2), 127-141. doi: 10.1037/0003-066X.48.2.127
    Kelly, R. V. (2004). Massively multiplayer online role-playing games: The people, the addiction and the playing experience. Jefferson, NC: McFarland.
    Keyes, C. L. (2005). Mental illness and/or mental health? Investigating axioms of the complete state model of health. Journal of Consulting and Clinical Psychology, 73(3), 539-548. doi: 10.1037/0022-006X.73.3.539
    Kim, H. (2013). Exercise rehabilitation for smartphone addiction. Journal of Exercise Rehabilitation, 9(6), 500-505.
    Kim, H. K., & Davis, K. E. (2009). Toward a comprehensive theory of problematic internet use: Evaluating the role of self-esteem, anxiety, flow, and the self-rated importance of Internet activities. Computers in Human Behavior, 25(2), 490-500. doi: 10.1016/j.chb.2008.11.001
    Kim, M. G., & Kim, J. (2010). Cross-validation of reliability, convergent and discriminant validity for the problematic online game use scale. Computers in Human Behavior, 26(3), 389-398. doi: 10.1016/j.chb.2009.11.010
    Kim, E. J., Namkoong, K., Ku, T., & Kim, S. J. (2008). The relationship between online game addiction and aggression, self-control and narcissistic personality traits. European Psychiatry, 23(3), 212-218.
    King, D. L., & Delfabbro, P. (2009). Understanding and assisting excessive players of video games: A community psychology perspective. Australian Community Psychologist, 21(1), 62-74.
    King, D. L., Delfabbro, P. H., Griffiths, M. D., & Gradisar, M. (2012). Cognitive‐behavioral approaches to outpatient treatment of Internet addiction in children and adolescents. Journal of Clinical Psychology, 68(11), 1185-1195. doi: 10.1002/jclp.21918
    King, D. L., Delfabbro, P. H., & Zajac, I. T. (2011). Preliminary validation of a new clinical tool for identifying problem video game playing. International Journal of Mental Health and Addiction, 9(1), 72-87. doi: 10.1007/s11469-009-9254-9
    King, D. L., Haagsma, M. C., Delfabbro, P. H., Gradisar, M., & Griffiths, M. D. (2013). Toward a consensus definition of pathological video-gaming: A systematic review of psychometric assessment tools. Clinical Psychology Review, 33(3), 331-342.
    Ko, C. H. (2014). Internet Gaming Disorder. Current Addiction Reports, 1(3), 177-185. doi: 10.1007/s40429-014-0030-y
    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. doi: 10.1001/archpediatrics.2009.159
    Ko, C. H., Liu, G. C., Hsiao, S., Yen, J. Y., Yang, M. J., Lin, W. C., ... & Chen, C. S. (2009). Brain activities associated with gaming urge of online gaming addiction. Journal of Psychiatric Research, 43(7), 739-747.
    Ko, C. H., Yen, J. Y., Chen, C. C., Chen, S. H., & Yen, C. F. (2005). Gender differences and related factors affecting online gaming addiction among Taiwanese adolescents. The Journal of Nervous and Mental Disease, 193(4), 273-277.
    Ko, C. H., Yen, J. Y., Chen, C. S., Chen, C. C., & Yen, C. F. (2008). Psychiatric comorbidity of internet addiction in college students: An interview study. CNS Spectrums, 13(2), 147-153. doi: 10.1017/S1092852900016308
    Ko, C. H., Yen, J. Y., Chen, S. H., Wang, P. W., Chen, C. S., & Yen, C. F. (2014). Evaluation of the diagnostic criteria of Internet gaming disorder in the DSM-5 among young adults in Taiwan. Journal of Psychiatric Research, 53, 103-110.
    Ko, C. H., Yen, J. Y., Yen, C. F., Chen, C. S., & Chen, C. C. (2012). The association between Internet addiction and psychiatric disorder: A review of the literature. European Psychiatry, 27(1), 1-8. doi: 10.1016/j.eurpsy.2010.04.011
    Kratzer, S., & Hegerl, U. (2008). Is" Internet Addiction" a disorder of its own? A study on subjects with excessive internet use. Psychiatrische Praxis, 35(2), 80-83.
    Kubey, R. W., Lavin, M. J., & Barrows, J. R. (2001). Internet use and collegiate academic performance decrements: Early findings. Journal of Communication, 51(2), 366-382.
    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. doi: 10.1007/s11469-011-9318-5
    Kuss, D. J., & Griffiths, M. D. (2012). Internet Gambling Addiction. In Yan, Z. (Ed.), Encyclopedia of Cyber Behavior (pp. 735-753). Hershey, PA: Information Science Reference. doi: 10.4018/978-1-4666-0315-8.ch062
    Kwon, M., Kim, D. J., Cho, H., & Yang, S. (2013). The Smartphone Addiction Scale: Development and validation of a short version for Adolescents. PLoS One, 8(12), e83558. doi: 10.1371/journal.pone.0083558
    Kwon, M., Lee, J. Y., Won, W. Y., Park, J. W., Min, J. A., …Kim, D. J. (2013). Development and validation of a Smartphone Addiction Scale (SAS). PLoS One, 8(2). doi: 10.1371/journal.pone.0056936
    Lambert, L. T. K. (2013). Internet Sex Addiction. Journal of Addiction Medicine, 7(2), 145-146.
    Lane, W., & Manner, C. (2011). The impact of personality traits on smartphone ownership and use. International Journal of Business and Social Science, 2(17), 22-28.
    LaRose, R., & Eastin, M. S. (2004). A social cognitive theory of Internet uses and gratifications: Toward a new model of media attendance. Journal of Broadcasting & Electronic Media, 48(3), 358-377.
    Larson, R., Csikszentmihalyi, M., & Graef, R. (1980). Mood variability and the psychosocial adjustment of adolescents. Journal of Youth and Adolescence, 9(6), 469-490. doi: 10.1007/BF02089885
    Laursen, B., & Bukowski, W. M. (1997). A developmental guide to the organisation
    of close relationships. International Journal of Behavioral Development, 21(4),
    747-770. doi: 10.1080/016502597384659
    Lee, H. J., Choi, J., Kim, J. W., Park, S. J., & Gloor, P. (2013). Communication, opponents, and clan performance in online games: A social network approach. Cyberpsychology, Behavior, and Social Networking, 16(12), 878-883. doi: 10.1089/cyber.2011.0522
    Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2011). Psychosocial causes and consequences of pathological gaming. Computers in Human Behavior, 27(1), 144-152. doi: 10.1016/j.chb.2010.07.015
    Li, S. M., & Chung, T. M. (2006). Internet function and Internet addictive behavior. Computers in Human Behavior, 22(6), 1067-1071. doi: 10.1016/j.chb.2004.03.030
    Lin, M. P., Ko, H. C., & Wu, J. Y. W. (2008). The role of positive/negative outcome expectancy and refusal self-efficacy of Internet use on Internet addiction among college students in Taiwan. CyberPsychology & Behavior, 11(4), 451-457. doi:10.1089/cpb.2007.0121
    Liu, M., & Peng, W. (2009). Cognitive and psychological predictors of the negative
    outcomes associated with playing MMOGs (massively multiplayer online
    games). Computers in Human Behavior, 25(6), 1306-1311. doi:
    10.1016/j.chb.2009.06.002
    Lu, H. P., & Wang, S. M. (2008). The role of Internet addiction in online game
    loyalty: An exploratory study. Internet Research, 18(5), 499-519. doi:
    10.1108/10662240810912756
    Luxton, D. D., McCann, R. A., Bush, N. E., Mishkind, M. C., & Reger, G. M. (2011).
    mHealth for mental health: Integrating smartphone technology in behavioral
    healthcare. Professional Psychology: Research and Practice, 42(6), 505-512.
    doi: 10.1037/a0024485
    Malsow, A. H. (1954). Motivation and personality. New York, NY: Harper and Row.
    Marcial, L. H. (2010). A comparison of screen size and interaction technique:
    Examining execution times on the smartphone, tablet and traditional desktop
    computer (Unpublished master’s thesis). University of North Carolina,
    Chapel Hill.
    Mayer, J. D., & Salovey, P. (1997). What is emotional intelligence? In Salovey, P., &
    Sluyter, D. (Eds.), Emotional Development and Emotional Intelligence:
    Educational Implications (pp. 3-32). New York, NY: Basic Books.
    Meerkerk, G. J., van den Eijnden, R., & Garretsen, H. F. (2006). Predicting
    compulsive internet use: It's all about sex! CyberPsychology & Behavior, 9(1),
    95-103.
    Mehroof, M., & Griffiths, M. D. (2010). Online gaming addiction: The role of
    sensation seeking, self-control, neuroticism, aggression, state anxiety, and trait
    anxiety. Cyberpsychology, Behavior, and Social Networking, 13(3), 313-316.
    Milani, L., Osualdella, D., & Di Blasio, P. (2009). Quality of interpersonal
    relationships and problematic Internet use in adolescence. CyberPsychology &
    Behavior, 12(6), 681-684. doi:10.1089/cpb.2009.0071
    Mitka, M. (2001). Win or lose, Internet gambling stakes are high. Jama, 285(8), 1005.
    doi: 10.1001/jama.285.8.1005-JMN0228-2-1
    Montemayor, R. (1986). Family variation in parent-adolescent storm and stress.
    Journal of Adolescent Research, 1(1), 15-31. doi:10.1177/074355488611003
    Morahan-Martin, J. (2005). Internet Abuse: Addiction? Disorder? Symptom?
    Alternative Explanations? Social Science Computer Review, 23(1), 39-48.
    Morahan-Martin, J., & Schumacher, P. (2000). Incidence and correlates of
    pathological Internet use among college students. Computers in Human
    Behavior, 16(1), 13-29.
    Morahan-Martin, J., & Schumacher, P. (2003). Loneliness and social uses of the
    Internet. Computers in Human Behavior, 19(6), 659-671.
    Norem, J. K., & Illingworth, K. S. (1993). Strategy-dependent effects of reflecting on
    self and tasks: Some implications of optimism and defensive pessimism. Journal
    of Personality and Social Psychology, 65(4), 822-835. doi: 10.1037/0022-
    3514.65.4.822
    Norrish, J. M., & Vella-Brodrick, D. A. (2009). Positive psychology and adolescents:
    Where are we now? Where to from here? Australian Psychologist, 44(4), 270-
    278. doi: 10.1080/00050060902914103
    Novak, T. P., Hoffman, D. L., & Yung, Y. F. (2000). Measuring the customer
    experience in online environments: A structural modeling approach. Marketing
    Science, 19(1), 22-42.
    Oulasvirta, A., Rattenbury, T., Ma, L., & Raita, E. (2012). Habits make smartphone
    use more pervasive. Personal and Ubiquitous Computing, 16, 105-114. doi:
    10.1007/s00779-011-0412-2
    Padilla-Walker, L. M., Nelson, L. J., Carroll, J. S., & Jensen, A. C. (2010). More than
    a just a game: Video game and internet use during emerging adulthood. Journal
    of Youth and Adolescence, 39(2), 103-113. doi: 10.1007/s10964-008-9390-8
    Park, S. K., Kim, J. Y., & Cho, C. B. (2008). Prevalence of Internet addiction and
    correlations with family factors among South Korean adolescents.
    Adolescence, 43(172), 895-909.
    Parker, J. D., Taylor, R. N., Eastabrook, J. M., Schell, S. L., & Wood, L. M. (2008).
    Problem gambling in adolescence: Relationships with internet misuse, gaming
    abuse and emotional intelligence. Personality and Individual Differences, 45(2),
    174-180.
    Patterson, G. R. (1982). Coercive family process. Eugene, OR: Castalia.
    Paulson, M. J., Lin, T. T., & Hanssen, C. (1972). Family harmony: An etiologic factor
    in alienation. Child Development, 43(2), 591-603. doi: 10.2307/1127558
    Pawlikowski, M., & Brand, M. (2011). Excessive Internet gaming and decision
    making: Do excessive World of Warcraft players have problems in decision making under risky conditions? Psychiatry Research, 188(3), 428-433. doi: 10.1016/j.psychres.2011.05.017
    Peters, C. S., & Malesky Jr., L. A. (2008). Problematic usage among highly-engaged
    players of massively multiplayer online role playing games. CyberPsychology &
    Behavior, 11(4), 481-484. doi: 10.1089/cpb.2007.0140
    Peterson, C. (2000). The future of optimism. American Psychologist, 55(1), 44-55.
    doi: 10.1037/0003-066X.55.1.44
    Peterson, C., Ruch, W., Beermann, U., Park, N., & Seligman, M. E. (2007). Strengths
    of character, orientations to happiness, and life satisfaction. The Journal of
    Positive Psychology, 2(3), 149-156. doi: 10.1080/17439760701228938
    Peterson, C., Seligman, M. E., & Vaillant, G. E. (1988). Pessimistic explanatory style
    is a risk factor for physical illness: A thirty-five-year longitudinal study. Journal
    of Personality and Social Psychology, 55(1), 23-27. doi: 10.1037/0022-
    3514.55.1.23
    Petry, N. M., & O'Brien, C. P. (2013). Internet Gaming Disorder and the DSM‐5.
    Addiction, 108(7), 1186-1187. doi: 10.1111/add.12162
    Petry, N. M., Rehbein, F., Gentile, D. A., Lemmens, J. S., Rumpf, H. J., Mößle, T., ...
    & O'Brien, C. P. (2014). An international consensus for assessing internet
    gaming disorder using the new DSM‐5 approach. Addiction, 109(9), 1399-1406.
    doi: 10.1111/add.12457
    Pies, R. (2009). Should DSM-V designate “Internet addiction” a mental disorder?
    Psychiatry, 6(2), 31.
    Plomin, R., Scheier, M. F., Bergeman, C. S., Pedersen, N. L., Nesselroade, J. R., &
    McClearn, G. E. (1992). Optimism, pessimism and mental health: A
    twin/adoption analysis. Personality and Individual Differences, 13(8), 921-930.
    doi: 10.1016/0191-8869(92)90009-E
    Pratarelli, M. E., Browne, B. L., & Johnson, K. (1999). The bits and bytes of
    computer/internet addiction: A factor analytic approach. Behavior Research
    Methods, Instruments, & Computers, 31(2), 305-314.
    Pujazon-Zazik, M., & Park, M. J. (2010). To tweet, or not to tweet: Gender
    differences and potential positive and negative health outcomes of adolescents’
    social internet use. American Journal of Men's Health, 4(1), 77-85. doi:
    10.1177/1557988309360819
    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.
    doi: 10.1089/cpb.2006.9.396
    Rehbein, F., Psych, G., Kleimann, M., Mediasci, G., & Mößle, T. (2010). Prevalence
    and risk factors of video game dependency in adolescence: Results of a German
    nationwide survey. Cyberpsychology, Behavior, and Social Networking, 13(3),
    269-277. doi: 10.1089/cyber.2009.0227
    Richardson, R. A., Galambos, N. L., Schulenberg, J. E., & Petersen, A. C. (1984).
    Young adolescents' perceptions of the family environment. The Journal of Early
    Adolescence, 4(2), 131-153. doi: 10.1177/0272431684042003
    Rieber, L. P. (1996). Seriously considering play: Designing interactive learning
    environments based on the blending of microworlds, simulations, and
    games. Educational Technology Research and Development, 44(2), 43-58.
    Rodriguez-Tome, H., Bariaud, F., Zardi, M. C., Delmas, C., Jeanvoine, B., & Szylagy,
    P. (1993). The effects of pubertal changes on body image and relations with peers
    of the opposite sex in adolescence. Journal of Adolescence, 16(4), 421-438.
    doi: 10.1006/jado.1993.1034
    Rosenberg, M. (1986). Self-concept from middle childhood through
    adolescence. Psychological Perspectives on the Self, 3(1), 107-136.
    Rosenberg, F. R., & Simmons, R. G. (1975). Sex differences in the self-concept in
    adolescence. Sex Roles, 1(2), 147-159. doi: 10.1007/BF00288008
    Rutter, M., Graham, P., Chadwick, O. F., & Yule, W. (1976). Adolescent turmoil: Fact
    or fiction? Journal of Child Psychology and Psychiatry, 17(1), 35-56. doi:
    10.1111/j.1469-7610.1976.tb00372.x
    Ruggiero, T. E. (2000). Uses and gratifications theory in the 21st century. Mass
    Communication & Society, 3(1), 3-37.
    Scheier, M. F., & Carver, C. S. (1992). Effects of optimism on psychological and
    physical well-being: Theoretical overview and empirical update. Cognitive
    Therapy and Research, 16(2), 201-228. doi: 10.1007/BF01173489
    Schneider, J. P. (1994). Sex addiction: Controversy within mainstream addiction
    medicine, diagnosis based on the DSM-III-R, and physician case
    histories. Sexual Addiction & Compulsivity: The Journal of Treatment and
    Prevention, 1(1), 19-44.
    Schoon, I., Bynner, J., Joshi, H., Parsons, S., Wiggins, R. D., & Sacker, A. (2002).
    The influence of context, timing, and duration of risk experiences for the passage
    from childhood to midadulthood. Child Development, 73(5), 1486-1504.
    doi: 10.1111/1467-8624.00485
    Seepersad, S. (2004). Coping with loneliness: Adolescent online and offline
    behavior. CyberPsychology & Behavior, 7(1), 35-39. doi:
    10.1089/109493104322820093
    Seligman, M. E., & Csikszentmihalyi, M. (2000). Positive psychology: An
    introduction. American Psychologist, 55(1), 5-14.
    Seo, M., Kang, H. S., & Chae, S. M. (2012). Emotional competence and online game
    use in adolescents. Computers Informatics Nursing, 30(12), 640-646. doi:
    10.1097/NXN.0b013e318261f1a6
    Shaffer, H. J., Hall, M. N., & Vander Bilt, J. (2000). " Computer addiction": A critical
    consideration. American Journal of Orthopsychiatry, 70(2), 162-168.
    Shapira, N. A., Goldsmith, T. D., Keck Jr., P. E., Khosla, U. M., & McElroy, S. L.
    (2000). Psychiatric features of individuals with problematic internet use. Journal
    of Affective Disorders, 57(1), 267-272.
    Shapira, N. A., Lessig, M. C., Goldsmith, T. D., Szabo, S. T., Lazoritz, M., Gold, M.
    S., & Stein, D. J. (2003). Problematic internet use: Proposed classification and
    diagnostic criteria. Depression and Anxiety, 17(4), 207-216.
    Shaw, M., & Black, D. W. (2008). Internet addiction: Definition, assessment,
    epidemiology and clinical management. CNS Drugs, 22(5), 353-365. doi:
    10.2165/00023210-200822050-00001
    Shedler, J., & Block, J. (1990). Adolescent drug use and psychological health: A
    longitudinal inquiry. American Psychologist, 45(5), 612-630. doi: 10.1037/0003-066X.45.5.612
    Shek, D. T., Tang, V. M., & Lo, C. Y. (2009). Evaluation of an Internet addiction
    treatment program for Chinese adolescents in Hong Kong. Adolescence, 44(174),
    359-373.
    Silk, J. S., Steinberg, L., & Morris, A. S. (2003). Adolescents' emotion regulation in
    daily life: Links to depressive symptoms and problem behavior. Child
    Development, 74(6), 1869-1880.
    Skinner, B. F. (1953). Science and human behavior. New York, NY: Free Press.
    Skoric, M. M., Teo, L. L. C., & Neo, R. L. (2009). Children and video games:
    Addiction, engagement, and scholastic achievement. Cyberpsychology & Behavior, 12(5), 567-572. doi: 10.1089/cpb.2009.0079
    Smahel, D., Blinka, L., & Ledabyl, O. (2008). Playing MMORPGs: Connections
    between addiction and identifying with a character. CyberPsychology &
    Behavior, 11(6), 715-718. doi: 10.1089/cpb.2007.0210
    Snyder, C. R. (2000). Genesis: The birth and growth of hope. In Snyder, C. R. (Ed.),
    Handbook of hope: Theory, measures, and applications (pp. 25-38). New York,
    NY: Academic Press. doi: 10.1016/B978-012654050-5/50004-X
    Southerton, C. (2013). ‘Zombies, Run!’: Rethinking immersion in light of
    nontraditional gaming contexts. Transmedia: Storytelling and Beyond Digital
    Interfaces, 1-11.
    Stavropoulos, V., Alexandraki, K., & Motti-Stefanidi, F. (2013). Flow and
    telepresence contributing to Internet abuse: Differences according to gender and
    age. Computers in Human Behavior, 29(5), 1941-1948. doi:
    10.1016/j.chb.2013.03.011
    Suler, J. (2004). The online disinhibition effect. Cyberpsychology & Behavior, 7(3),
    321-326. doi: 10.1089/1094931041291295
    Sullivan, H. S. (1953). The interpersonal theory of psychiatry. New York, NY:
    Norton.
    Swickert, R. J., Hittner, J. B., Harris, J. L., & Herring, J. A. (2002). Relationships
    among Internet use, personality, and social support. Computers in Human
    Behavior, 18(4), 437-451. doi: 10.1016/S0747-5632(01)00054-1
    Taylor, S. E., & Brown, J. D. (1988). Illusion and well-being: A social psychological
    perspective on mental health. Psychological Bulletin, 103(2), 193-210. doi:
    10.1037/0033-2909.103.2.193
    Techopedia. (2016). Definition: What does Mobile Internet Device (MID) mean?
    [Online forum comment]. Retrieved from
    https://www.techopedia.com/definition/24207/mobile-internet-device-mid
    Tejeiro Salguero, R. A., & Morán, R. M. B. (2002). Measuring problem video game
    playing in adolescents. Addiction, 97(12), 1601-1606.
    Thalemann, R., Wölfling, K., & Grüsser, S. M. (2007). Specific cue reactivity on
    computer game-related cues in excessive gamers. Behavioral
    Neuroscience, 121(3), 614-618.
    Thompson, R. A. (1994). Emotion regulation: A theme in search of definition.
    Monographs of the Society for Research in Child Development, 59(2-3), 25-52.
    doi: 10.1111/j.1540-5834.1994.tb01276.x
    Tishler, C. L., McKenry, P. C., & Morgan, K. C. (1981). Adolescent suicide attempts:
    Some significant factors. Suicide and Life-Threatening Behavior, 11(2), 86-92.
    doi: 10.1111/j.1943-278X.1981.tb00907.x
    Treuer, T., Fabian, Z., & Füredi, J. (2001). Internet addiction associated with features of impulse control disorder: Is it a real psychiatric disorder. Journal of Affective Disorders, 66(2), 283.
    Valkenburg, P. M., Peter, J., & Schouten, A. P. (2006). Friend networking sites and their relationship to adolescents' well-being and social self-esteem. CyberPsychology & Behavior, 9(5), 584-590. doi: 10.1089/cpb.2006.9.584
    van den Eijnden, R. J., Meerkerk, G. J., Vermulst, A. A., Spijkerman, R., & Engels, R. C. (2008). Online communication, compulsive internet use, and psychosocial well-being among adolescents: A longitudinal study. Developmental Psychology, 44(3), 655-665.
    Voiskounsky, A. E., Mitina, O. V., & Avetisova, A. A. (2004). Playing online games: Flow experience. PsychNology Journal, 2(3), 259-281.
    Vousooghi, N., Zarei, S. Z., Sadat-Shirazi, M. S., Eghbali, F., & Zarrindast, M. R. (2015). mRNA expression of dopamine receptors in peripheral blood lymphocytes of computer game addicts. Journal of Neural Transmission, 122(10), 1391-1398.
    Walther, J. B. (2006). Nonverbal dynamics in computer-mediated communication,
    or:(and the net:(‘s with you:) and you:) alone. In Manusov, V., & Patterson, M. L.
    (Eds.), The Sage Handbook of Nonverbal Communication (pp. 461-480). Thousand
    Oaks, CA: Sage. doi: 10.4135/9781412976152.n24
    Wan, C. S., & Chiou, W. B. (2006). Why are adolescents addicted to online gaming?
    An interview study in Taiwan. CyberPsychology & Behavior, 9(6), 762–766.
    Warden, N. L., Phillips, J. G., & Ogloff, J. R. (2004). Internet addiction. Psychiatry,
    Psychology and Law, 11(2), 280-295.
    West, P., & Sweeting, H. (2003). Fifteen, female and stressed: Changing patterns of
    psychological distress over time. Journal of Child Psychology and
    Psychiatry, 44(3), 399-411. doi: 10.1111/1469-7610.00130
    Wilkinson, R. B., & Walford, W. A. (1998). The measurement of adolescent
    psychological health: One or two dimensions? Journal of Youth and
    Adolescence, 27(4), 443-455. doi: 10.1023/A:1022848001938
    Yang, S. C., & Tung, C. J. (2007). Comparison of Internet addicts and non-addicts in
    Taiwanese high school. Computers in Human Behavior, 23(1), 79-96.
    doi: 10.1016/j.chb.2004.03.037
    Yee, N. (2006). The demographics, motivations, and derived experiences of users of
    massively multi-user online graphical environments. Teleoperators and Virtual
    Environments, 15(3), 309-329. doi: 10.1162/pres.15.3.309
    Yen, J. Y., Yen, C. F., Chen, C. C., Chen, S. H., & Ko, C. H. (2007). Family factors
    of internet addiction and substance use experience in Taiwanese
    adolescents. CyberPsychology & Behavior, 10(3), 323-329. doi:
    10.1089/cpb.2006.9948
    Yen, J. Y., Yen, C. F., Chen, C. S., Tang, T. C., & Ko, C. H. (2009). The association
    between adult ADHD symptoms and internet addiction among college students:
    The gender difference. CyberPsychology & Behavior, 12(2), 187-191. doi:
    10.1089/cpb.2008.0113
    Yoo, H. J., Cho, S. C., Ha, J., Yune, S. K., Kim, S. J., Hwang, J., ... & Lyoo, I. K.
    (2004). Attention deficit hyperactivity symptoms and internet
    addiction. Psychiatry and Clinical Neurosciences, 58(5), 487-494.
    Young, K. S. (1998). Internet addiction: The emergence of a new clinical disorder. CyberPsychology & Behavior, 1(3), 237-244.
    Young, K. S. (2008). Internet sex addiction risk factors, stages of development, and treatment. American Behavioral Scientist, 52(1), 21-37.
    Young, K. S. (2011). CBT-IA: The first treatment model for internet addiction. Journal of Cognitive Psychotherapy, 25(4), 304-312. doi: 10.1891/0889-8391.25.4.304
    Young, K. S., & de Abreu, C. N. (2010). Internet Addiction: A Handbook and Guide to Evaluation and Treatment. Hoboken, New Jersey: Wiley.
    Young, K. S., Pistner, M., O'Mara, J., & Buchanan, J. (2000). Cyber disorders: The mental health concern for the new millennium. CyberPsychology & Behavior, 3(5), 475-479. doi: 10.1089/cpb.1999.2.475
    Young, K. S., & Rogers, R. C. (1998). The relationship between depression and Internet addiction. CyberPsychology & Behavior, 1(1), 25-28.
    Young, K. S., Griffin-Shelley, E., Cooper, A., O'mara, J., & Buchanan, J. (2000). Online infidelity: A new dimension in couple relationships with implications for evaluation and treatment. Sexual Addiction & Compulsivity: The Journal of Treatment and Prevention, 7(1-2), 59-74.
    Zanetta Dauriat, F., 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. doi: 10.1159/000326070
    Zhang, L., Amos, C., & McDowell, W. C. (2008). A comparative study of Internet addiction between the United States and China. CyberPsychology & Behavior, 11(6), 727-729.
    Zhou, Z., Yuan, G., & Yao, J. (2012). Cognitive biases toward Internet game-related pictures and executive deficits in individuals with an Internet game addiction. PLoS One, 7(11), e48961. doi: 10.1371/journal.pone.0048961

    下載圖示
    QR CODE