Every reference with a DOI in the deposited reference list resolved to a known
work in Crossref or DataCite at the dated check, and none carried a retraction,
withdrawal, or removal notice.
The 62 checked references that resolve
resolves10.1089/cpb.2008.0228Older Adolescents' Motivations for Social Network Site Use: The Influence of Gender, Group Identity, and Collective Self-Esteem
resolves10.1111/ajad.12762Lost in virtual gaming worlds: Grit and its prognostic value for online game addiction
resolves10.1016/j.chb.2015.09.041Personality and video gaming: Comparing regular gamers, non-gamers, and gaming addicts and differentiating between game genres
resolves10.1080/01449290903401978Validating the distinction between computer addiction and engagement: online game playing and personality
resolves10.1089/cyber.2010.0076Is Basic Personality Related to Violent and Non-Violent Video Game Play and Preferences?
resolves10.1016/j.paid.2011.09.015Personality traits associated with problematic and non-problematic massively multiplayer online role playing game use
resolves10.3389/fpsyg.2014.00036The grit effect: predicting retention in the military, the workplace, school and marriage
resolves10.3389/fpsyg.2018.00787Internet Gaming Disorder in Adolescents: Personality, Psychopathology and Evaluation of a Psychological Intervention Combined With Parent Psychoeducation
resolves10.2217/npy.13.82DSM-5 internet gaming disorder needs a unified approach to assessment
resolves10.3389/fpsyg.2017.00699Sensation Seeking and Online Gaming Addiction in Adolescents: A Moderated Mediation Model of Positive Affective Associations and Impulsivity
resolves10.1016/j.eurpsy.2007.10.010The Relationship Between Online Game Addiction and Aggression, Self-Control and Narcissistic Personality Traits
resolves10.1089/cyber.2016.0282Altered Autonomic Functions and Distressed Personality Traits in Male Adolescents with Internet Gaming Addiction
resolves10.1089/cyber.2014.0475Problematic Internet Use and Problematic Online Gaming Are Not the Same: Findings from a Large Nationally Representative Adolescent Sample
resolves10.1016/j.paid.2018.07.038The Dark Tetrad traits and problematic online gaming: The mediating role of online gaming motives and moderating role of game types
resolves10.1556/JBA.1.2012.1.1Online gaming addiction in children and adolescents: A review of empirical research
resolves10.3389/fpsyt.2018.00304Personality and Cognition in Gamers: Avoidance Expectancies Mediate the Relationship Between Maladaptive Personality Traits and Symptoms of Internet-Gaming Disorder
resolves10.1080/09638237.2016.1276530The comparison of temperament and character between patients with internet gaming disorder and those with alcohol dependence
resolves10.1016/j.chb.2014.11.098Towards classification criteria for internet gaming disorder: Debunking differences between addiction and high engagement in a German sample of World of Warcraft players
resolves10.1089/cyber.2009.0229Online Gaming Addiction: The Role of Sensation Seeking, Self-Control, Neuroticism, Aggression, State Anxiety, and Trait Anxiety
resolves10.1159/000355832Investigating Risk Factors for Internet Gaming Disorder: A Comparison of Patients with Addictive Gaming, Pathological Gamblers and Healthy Controls regarding the Big Five Personality Traits
resolves10.1007/s00787-014-0611-2Regular gaming behavior and internet gaming disorder in European adolescents: results from a cross-national representative survey of prevalence, predictors, and psychopathological correlates
resolves10.1016/j.paid.2008.03.018Problem gambling in adolescence: Relationships with internet misuse, gaming abuse and emotional intelligence
resolves10.1111/add.12849Prevalence of internet gaming disorder in German adolescents: diagnostic contribution of the nine DSM‐5 criteria in a state‐wide representative sample
resolves10.1556/2006.6.2017.039Gaming disorder: Its delineation as an important condition for diagnosis, management, and prevention
resolves10.1016/j.chb.2017.04.048Schizotypal personality traits and problematic use of massively-multiplayer online role-playing games (MMORPGs)
resolves10.1556/2006.7.2018.75Internet gaming disorder in adolescence: Psychological characteristics of a clinical sample
resolves10.1159/000335662Co-Occurrence of Addictive Behaviours: Personality Factors Related to Substance Use, Gambling and Computer Gaming
resolves10.1016/j.addbeh.2014.10.039Exploring personality characteristics of Chinese adolescents with internet-related addictive behaviors: Trait differences for gaming addiction and social networking addiction
resolves10.1007/s11469-015-9592-8Prevalence and Predictors of Video Game Addiction: A Study Based on a National Representative Sample of Gamers
The 9 references without a DOI — listed, not checked
no DOI — not checkedBuchman, D. D., & Funk, J. B. (1996). Video and computer games in the 90s: Children’s time commitment & game preference. Children Today, 24, 12–15.
no DOI — not checkedDantzker, M. L., & Hunter, R. D. (2011). Research methods for criminology and criminal justice (3rd edition). Sudbury, MA: Jones & Bartlett Learning.
no DOI — not checkedEntertainment Software Association. (2017). Essential facts about the computer and video game industry. Washington, DC. Retrieved April 11, 2019, from: www.theesa.com/article/2017-essential-facts-computer-video-game-industry/.
no DOI — not checkedFarley, F. (1986). World of the Type T personality. Psychology Today, 20, 46–52.
no DOI — not checkedGriffiths, M. D. & Davies, M. N. O. (2005). Videogame addiction: Does it exist? In Goldstein, J. & Raessens, J. (Eds.), Handbook of computer game studies (pp. 359-368). Boston: MIT Press.
no DOI — not checkedKlimmt, C., & Hartmann, T. (2006). Effectance, self-efficacy, and the motivation to play video games. In P. Vorderer & J. Bryant (Eds.), Playing video games: motives, responses, and consequences (pp. 133–145). Mahwah, New Jersey, United States: Erlbaum.
no DOI — not checkedLi, H., Zou, Y., Wang, J., & Yang, X. (2016). Role of stressful life events, avoidant coping styles, and neuroticism in online game addiction among college students: A moderated mediation model. Frontiers in Psychology, 7, 1794.
no DOI — not checkedYılmaz, O. (2015). The role of personality traits, self-esteem, self-efficacy and locus of control in Internet and gaming dependency, Master’s thesis, Eastern Mediterranean University, Gazimağusa, North Cyprus.
no DOI — not checkedZamani, E., Kheradmand, A., Cheshmi, M., Abedi, A., & Hedayati, N. (2010). Comparing the social skills of students addicted to computer games with normal students. Addiction & Health, 2(3–4), 59.
checked 2026-07-22 — re-checked daily as this page is visited;
titles and statuses come from Crossref and DataCite and are not part of the signed record
Both snippets point at the live badge image and link back to this page. The
badge re-renders from the daily check, so an embed never goes stale by more than a day of visits.