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 64 checked references that resolve
resolves10.1016/j.copsyc.2020.04.006Clarifying terminologies in research on gaming disorder and other addictive behaviors: distinctions between core symptoms and underlying psychological processes
resolves10.1016/j.neubiorev.2019.06.032The Interaction of Person-Affect-Cognition-Execution (I-PACE) model for addictive behaviors: Update, generalization to addictive behaviors beyond internet-use disorders, and specification of the process character of addictive behaviors
resolves10.1007/s11469-017-9806-3Depression, Internet Gaming Disorder, and the Moderating Effect of the Gamer-Avatar Relationship: an Exploratory Longitudinal Study
resolves10.1016/j.paid.2011.09.015Personality traits associated with problematic and non-problematic massively multiplayer online role playing game use
resolves10.1037/bne0000025Avatar’s neurobiological traces in the self-concept of massively multiplayer online role-playing game (MMORPG) addicts.
resolves10.1089/cyber.2015.0092Role-Playing and Real-Time Strategy Games Associated with Greater Probability of Internet Gaming Disorder
resolves10.1016/j.chb.2018.06.024Effect of brief gaming abstinence on withdrawal in adolescent at-risk daily gamers: A randomized controlled study
resolves10.1016/j.chb.2015.03.075An exploratory study of the association between online gaming addiction and enjoyment motivations for playing massively multiplayer online role-playing games
resolves10.1089/cyber.2016.0168Validation of the Internet Gaming Disorder Questionnaire in a Sample of Adult German-Speaking Internet Gamers
resolves10.1556/2006.2020.00001Face validity evaluation of screening tools for gaming disorder: Scope, language, and overpathologizing issues
resolves10.1007/s10597-009-9236-1The Effects of Escape from Self and Interpersonal Relationship on the Pathological Use of Internet Games
resolves10.1016/j.addbeh.2014.07.017Neurobiological correlates of physical self-concept and self-identification with avatars in addicted players of Massively Multiplayer Online Role-Playing Games (MMORPGs)
resolves10.1556/2006.5.2016.048Exploring the Neural Basis of Avatar Identification in Pathological Internet Gamers and of Self-Reflection in Pathological Social Network Users
resolves10.1007/s40429-020-00307-x“Who Am I” and “How Should I Be”: a Systematic Review on Self-Concept and Avatar Identification in Gaming Disorder
resolves10.1089/cyber.2010.0463Examining the Influence of Actual-Ideal Self-Discrepancies, Depression, and Escapism, on Pathological Gaming Among Massively Multiplayer Online Adolescent Gamers
resolves10.1080/15213260903287242Being in the Game: Effects of Avatar Choice and Point of View on Psychophysiological Responses During Play
resolves10.1016/j.chb.2018.11.007Does avatar's character and emotional bond expose to gaming addiction? Two studies on virtual self-discrepancy, avatar identification and gaming addiction in massively multiplayer online role-playing game players
resolves10.1016/j.chb.2016.12.031Offline personality and avatar customisation. Discrepancy profiles and avatar identification in a sample of MMORPG players
resolves10.1111/add.12457An international consensus for assessing internet gaming disorder using the new<scp>DSM</scp>‐5 approach
resolves10.1556/2006.6.2017.039Gaming disorder: Its delineation as an important condition for diagnosis, management, and prevention
resolves10.1089/cpb.2007.0210Playing MMORPGs: Connections between Addiction and Identifying with a Character
resolves10.5817/CP2018-1-4The relationship between online gaming motivation, self-concept clarity and tendency toward problematic gaming
resolves10.1002/cpp.2341Cognitive–behavioral therapy for Internet gaming disorder: A systematic review and meta‐analysis
resolves10.1007/s11469-020-00229-9Identification of Avatar Mediates the Associations Between Motivations of Gaming and Internet Gaming Disorder Among the Malaysian Youth
resolves10.1177/0146167210372215The Role of Cultural Identity Clarity for Self-Concept Clarity, Self-Esteem, and Subjective Well-Being
resolves10.1159/000335662Co-Occurrence of Addictive Behaviours: Personality Factors Related to Substance Use, Gambling and Computer Gaming
The 13 references without a DOI — listed, not checked
no DOI — not checkedSeptember). Aliens versus humans: Do avatars make a difference in how we play the game?
no DOI — not checkedBody and mind: A study of avatar personalization in three virtual worlds
no DOI — not checked10.1016/j.addbeh.2020.106694_b0105
no DOI — not checked10.1016/j.addbeh.2020.106694_b0120
no DOI — not checked10.1016/j.addbeh.2020.106694_b0160
no DOI — not checkedInternet gaming disorder: Compensating as a Draenei in World of Warcraft
no DOI — not checkedNeustaedter, C., & Fedorovskaya, E. (2009, May). Presenting identity in a virtual world through avatar appearance. Proceedings of Graphics Interface. (Toronto, Canada).
no DOI — not checked10.1016/j.addbeh.2020.106694_b0330
no DOI — not checkedUnderstanding the relationship between the Proteus effect, immersion, and gender among World of Warcraft players: An empirical survey study
no DOI — not checkedGlobal prevalence of gaming disorder: A systematic review and meta-analysis
no DOI — not checked10.1016/j.addbeh.2020.106694_b0400
no DOI — not checkedWorld Health Organization. (2019). International Classification of Diseases 11. Retrieved from https://icd.who.int/browse11/l-m/en.
no DOI — not checkedYee, N., & Bailenson, J. (2006, Aug). Walk a mile in digital shoes: The impact of embodied perspective-taking on the reduction of negative stereotyping in immersive virtual environments. Proceedings of PRESENCE 2006: The 9th Annual International Workshop on Presence (Cleveland, Ohio, US).
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.