[1]Morgan C, Cotton S R. The relationship between internet activities and depressive symptoms in a sample of college freshmen[J]. CyberPsychology & Behavior,2003,6(2):133-142.
[2]Campbell A J, Cummings S R, Hughes I. Internet use by the socially fearful: addiction or therapy[J]?CyberPsychology & Behavior, 2006, 9(1):69-81.
[3]Ybarra M L. Linkages between depressive symptomatology and internet harassment among young regular internet users[J]. CyberPsychology & Behavior, 2004,7(2):247-257.
[4]Moody E J. Internet use and its relationship to loneliness[J]. CyberPsychology & Behavior, 2001,4(3): 393-401.
[5]MorahanMartin J. The relationship between loneliness and Internet use and abuse [J]. CyberPsychology and Behavior, 1999(2):431-440.
[6]MorahanMartin J, Schumacher P. Loneliness and social uses of the Internet[J]. Computers in Human Behavior, 2003,19:659-671.
[7]贺金波,郭永玉,向远明. 青少年网络游戏成瘾的发生机制 [J]. 中国临床心理学杂志,2008,16(1):46-48.
He Jinbo, Guo Yongyu, Xiang Yuanming. Forming mechanism of adolescents’ Internetgame addiction[J].Chines Journal of Clinical Psychology,2008,16(1):46-48.
[8]秦华,饶培伦,钟昊沁. 网络游戏成瘾的形成因素探析[J]. 中国临床心理学杂志,2007,15(2):155-156.
Qin Hua, Rau Peiluen Patrick, Zhong Haoqin. A Study on Factor s of Leading to Online Game Addiction[J]. Chinese Journal of Clinical Psychology, 2007,15(2):155-156.
[9]Sanders C, Field T, Diego M, et al. The relationship of internet use to depression and social isolation among adolescents[J]. Adolescence,2000(35),237-242.
[10]Liu M, Peng W. Cognitive and psychological predictors of the negative outcomes associated with playing MMOGs(massively multiplayer online games)[J]. Computers in Human Behavior,2009,25(6):1306-1311.
[11]Williams D, Yee N, Caplan S. Who plays, how much, and why? Debunking the stereotypical gamer profile[J]. Journal of ComputerMediated Communication, 2008,13(4):993-1018.
[12]Katz J, Aspden P. A nation of strangers[J]?Communications of the association for computing machinery, 1997(40):81-86.
[13]Robinson J, Kestnbaum M, Neustadtl A,et al. Mass media and social life among Internet users[J]. Social Science Computer Review, 2000(18):490-501.
[14]Ferguson C, Rueda S. The Hitman study: violent video game exposure effects on aggressive behavior, hostile feelings, and depression[J]. European Psychologist,2010,15(2):99-108.
[15]Szell M, Thurner S. Measuring social dynamics in a massive multiplayer online game[J]. Social Networks, 2010(32):313-329.
[16]Chen L. The impact of perceived risk, intangibility and consumer characteristics on online game playing[J]. Computers in Human Behavior,2010,26(6):1607-1613.
[17]梅建文,何金彩,刘文.不同类型网络游戏与大学生应对方式、心理健康的关系研究[C]. 浙江省医学会心身医学分会成立大会暨2006年浙江省心身医学学术年会论文汇编,2006.
[18]王小林. 试论网络游戏的特征及其对大学生游戏者群体的积极影响[J]. 才智,2008(12):77-78.
[19]赵慧臣. 网络游戏的关系特征分析与教育价值实现[J]. 教育科学,2008,24(3),24-27.
Zhao Huichen. Analysis of relation characteristics and realization of educational value in online game.[J]. Education Science, 2008,24(3):24-27.
[20]刘平. 抑郁及相关问题的评定.汪向东主编.心理卫生评定量表手册(增刊) [M]. 中国心理卫生杂志社,1999:191-197.
[21]Seay A F. Project massive: the social and psychological impact of online gaming[C]. Human Computer Interaction Institute School of Computer Science, Carnegie Mellon University, Pittsburgh,2006. |