Academic Articles and Books
Unfortunately most of the following articles are not available to the general public, but can be accessed through any University library. However, I have collected those articles that are generally available to provide information about problem gaming and addiction.
Publicly Accessible Articles
A case study of internet game addiction - Eun Jin Lee
Understanding online gaming addiction and treatment issues in adolescents - Dr Kimberly Young
Cognitive Behavioural Therapy for problematic video game players - King, Delfabbro & Griffiths
The pragmatic case study of Ed - A man who struggled with internet addiction - Matt Shorrock
Internet and gaming addiction - A systematic review of neuroimaging studies - Kuss & Griffiths
Articles and Books in Journals - Accessible via a University library
Acier, D., & Kern, L. (2011). Problematic internet use: Perceptions of addiction counsellors. Computers & Education, 56, 983-989.
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.
Blaszczynski, A. (2008). Commentary: A response to “Problems with the concept of video game “addiction”: Some case study examples”. International Journal of Mental Health and Addiction, 6, 179-181.
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(1), 16-26.
Chia-Yi, L., & Feng-Yang, K. (2007). A study of internet addiction through the lens of the interpersonal theory. Cyberpsychology & Behaviour, 10, 6, 799-804.
Chin-Sheng, W., & Wen-Bin, C. (2006). Why are adolescents addicted to online gaming? An interview study in Taiwan. Cyberpsychology & Behaviour, 9(6), 762-766.
Gentile, D. A., Choo, H., Liau, A., Sim, T., Li, D., Fung, D., & Khoo, A. (2009). Pathological video game use among youths: A two-year longitudinal study. Pediatrics, 127, 319-329.
Griffiths, M. D. (2000). Does Internet and computer “addiction” exist? Some case study evidence. CyberPsychology & Behaviour, 3, 211-218.
Grüsser, S. M., Thalemann, R., & Griffiths, M. D. (2007). Excessive computer gaming playing: evidence for addiction and aggression? Cyberpsychology & Behaviour, 10(2), 290-292.
King, D. L., Delfabbro, P. H., & Griffiths, M. D. (2010). Cognitive behavioural therapy for problematic video game players: Conceptual considerations and practice issues. Journal of CyberTherapy and Rehabilitation, 3(3), 261-273.
Kuss, D. J. & Griffiths, M. D. (2011). Internet gaming addiction: A systematic review of empirical research. International Journal of Mental Health Addiction, 10, 278-296.
Ng, B. D., & Wiemer-Hastings, P. (2005). Addiction to the Internet and online gaming. Cyberpsychology & Behaviour, 8, 110-113.
Porter, G., Starcevic, V., Berle, D., & Fenech, P. (2010). Recognizing problem video game use. The Australian and New Zealand Journal of Psychiatry, 44(2), 120-128.
Shorrock, M. (2012). Why people become internet addicted: A qualitative meta-synthesis of studies that explore aetiology, predisposing factors and other antecedents to Internet addiction (1996-2012). Retrieved from http://www.oaktreetherapy.co.uk/#/resource-centre/4570807326.
Suler, J. (2001). Internet addiction. Retrieved from http://www.rider.edu/users/suler/psycyber/ausinterview.html.
Wood, R. T. A. (2007). The problem with the concept of video game “addiction”: Some case study examples. International Journal of Mental Health and Addiction, 6, 169-178.
Yee, N. (2006). The psychology of MMORPGs: Emotional investment, motivations, relationship formation, and problematic usage. In R. Schroeder & A. Axelsson (Eds.), Avatars at work and play: Collaboration and interaction in shared virtual environments (pp, 187-207). London, United Kingdom: Springer.
Young, K. S. (1998). Caught in the net. New York, NY: John Wiley & Sons.
Young, K. S. (2007). Cognitive-behavioural therapy with Internet addicts: Treatment outcomes and implications. Cyberpsychology & Behaviour, 10(5), 671-679.