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 41 checked references that resolve
resolves10.1016/j.chb.2015.02.011Is it a sense of autonomy, control, or attachment? Exploring the effects of in-game customization on game enjoyment
resolves10.1080/01612840.2020.1803461Risk Factors of Problem Gaming and Gambling in US Emerging Adult Non-Students: The Role of Loot Boxes, Microtransactions, and Risk-Taking
resolves10.1037/ppm0000285The role of need satisfaction in explaining intentions to purchase and play in Pokémon Go and the moderating role of prior experience.
resolves10.1016/j.chb.2015.01.053Modeling hedonic is continuance through the uses and gratifications theory: An empirical study in online games
resolves10.2196/games.8048Examining Motivations to Play Pokémon GO and Their Influence on Perceived Outcomes and Physical Activity
resolves10.1016/j.paid.2018.07.007Exploring the pull and push underlying problem video game use: A Self-Determination Theory approach
resolves10.1080/15213269.2012.673850Need Satisfaction Supportive Game Features as Motivational Determinants: An Experimental Study of a Self-Determination Theory Guided Exergame
resolves10.1111/add.12457An international consensus for assessing internet gaming disorder using the new<scp>DSM</scp>‐5 approach
resolves10.1089/g4h.2016.0090Videogame-Related Illness and Injury: A Review of the Literature and Predictions for Pokémon GO!
resolves10.1007/s12599-015-0395-zMaking Digital Freemium Business Models a Success: Predicting Customers’ Lifetime Value via Initial Purchase Information
resolves10.1016/j.jbusres.2018.07.035Role of authenticity in massively multiplayer online role playing games (MMORPGs): Determinants of virtual item purchase intention
resolves10.2196/jmir.6759Influence of Pokémon Go on Physical Activity: Study and Implications
resolves10.3390/app10051644Uses and Gratifications on Augmented Reality Games: An Examination of Pokémon Go
resolves10.1016/j.addbeh.2016.03.008Free-to-play: About addicted Whales, at risk Dolphins and healthy Minnows. Monetarization design and Internet Gaming Disorder
resolves10.1111/ssqu.12880Motivations for Social Interaction: The Case of Pokémon Go After the Fad Ended
resolves10.3389/fpsyg.2013.00608Individual differences in motives, preferences, and pathology in video games: the gaming attitudes, motives, and experiences scales (GAMES)
resolves10.1371/journal.pone.0232780The changing face of desktop video game monetisation: An exploration of exposure to loot boxes, pay to win, and cosmetic microtransactions in the most-played Steam games of 2010-2019
The 34 references without a DOI — listed, not checked
no DOI — not checkedMaladaptive player-game relationships in problematic gaming and gaming disorder: A systematic review
no DOI — not checkedref7
no DOI — not checkedThe development and validation of the Videogaming Motives Questionnaire (VMQ)
no DOI — not checkedHow players across gender and age experience Pok�mon Go?
no DOI — not checkedDevelopment and validation of measures of social phobia scrutiny fear and social interaction anxiety
no DOI — not checkedref20
no DOI — not checkedAttractiveness of game elements, presence, and enjoyment of mobile augmented reality games: The case of Pok�mon Go
no DOI — not checkedUses and gratifications
no DOI — not checkedref31
no DOI — not checkedref32
no DOI — not checkedSystematic literature review on health effects of playing Pok�mon Go. Entertainment Computing
no DOI — not checkedGotta catch 'em all or not enough time: Users motivations for playing Pok�mon Go� and non-users' reasons for not installing
no DOI — not checkedEnhancing perceived enjoyment in social games through social and gaming factors
no DOI — not checkedThe mediating effects of motivation for playing Pok�mon Go on internet gaming disorder and well-being
no DOI — not checkedref49
no DOI — not checkedAvatar identification and problematic gaming: The role of self-concept clarity
no DOI — not checkedUses and Gratifications of Pok�mon Go: Why do People Play Mobile Location-Based Augmented Reality Games?
no DOI — not checkedGotta catch'em all! Pok�mon GO and physical activity among young adults: difference in differences study
no DOI — not checkedAn in-app purchase framework for location-based AR games: the case of Pok�mon Go
no DOI — not checkedMediating effect of attitude on awareness toward the addiction behaviour of Pok�mon Go players in Malaysia
no DOI — not checkedref60
no DOI — not checkedref61
no DOI — not checkedMaladaptive player-game relationships in problematic gaming and gaming disorder: A systematic review
no DOI — not checkedref69
no DOI — not checkedThe development and validation of the Videogaming Motives Questionnaire (VMQ)
no DOI — not checkedHow players across gender and age experience Pok�mon Go?
no DOI — not checkedDevelopment and validation of measures of social phobia scrutiny fear and social interaction anxiety
no DOI — not checkedref82
no DOI — not checkedAttractiveness of game elements, presence, and enjoyment of mobile augmented reality games: The case of Pok�mon Go
no DOI — not checkedUses and gratifications
no DOI — not checkedref93
no DOI — not checkedref94
no DOI — not checkedSystematic literature review on health effects of playing Pok�mon Go. Entertainment Computing
no DOI — not checkedLoot boxes are again linked to problem gambling: Results of a replication study
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