Research Reports in Virtual Environments and Video Games
Weinstein, N., Przybylski, A. K., & (2017). A prospective study of the motivational and health dynamics of Internet Gaming Disorder. PeerJ, 5:e3838 doi: 10.7717/peerj.3838
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Burger, C., Eden, A., Van Engelenburg, M. D., & Buningh, S. (2015). How feedback boosts motivation and play in a brain-training game. Computers in Human Behavior, 48, 94-103. doi: 10.1016/j.chb.2015.01.038
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Lyons, E. J. (2015). Cultivating engagement and enjoyment in exergames using feedback, challenge, and rewards. Games for Health Journal, 4, 12-18. doi: 10.1089/g4h.2014.0072
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Choi, J., Noh, G., & Park, D. (2014). Smoking cessation apps for smartphones: Content analysis with the self-determination theory. Journal of Medical Internet Research, 16 doi: 10.2196/jmir.3061
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Moller, A. C., Majewski, S., Standish, M., Agarwal, P., Podowski, A., Carson, R., Eyesus, B., Shah, A., & Schneider, K. (2014). Augmented fantasy sports: Rationale and feasibility of leveraging online fantasy sports to promote physical activity. Journal of Internet Medical Research Serious Games, 4 doi: 10.2196/games.3691
Przybylski, A. K., , DeHaan, C. R., & Gladwell, V. (2013). Motivational, emotional, and behavioral correlates of fear of missing out. Computers in Human Behavior, 29, 1841–1848. doi: 10.1016/j.chb.2013.02.014
Shen, Cai-Xia, Liu, Ru-De, & Wang, Dan (2013). Why are children attracted to the Internet? The role of need satisfaction perceived online and perceived in daily real life. Computers in Human Behavior, 29, 185 - 192. doi: 10.1016/j.chb.2012.08.004
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Akin, A. (2012). The relationships between internet addiction, subjective vitality, and subjective happiness. Cyberpsychology, Behavior, and Social Networking., 15, 404-410. doi: 10.1089/cyber.2011.0609
Przybylski, A. K., Weinstein, N., , Lynch, M. F., & Ryan, R. M. (2012). The ideal self at play: The appeal of video games that let you be all you can be. Psychological Science, 23, 69–76. doi: 10.1177/0956797611418676
Tamborini, R., Grizzard, M., Bowman, N. D., Reinecke, L., & Eden, A. (2011). Media enjoyment as need satisfaction: The contribution of hedonic and nonhedonic needs. Journal of Communication, 61, 1025-1042. doi: 10.1111/j.1460-2466.2011.01593.x
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Tamborini, R., Bowman, N. D., Eden, A., Grizzard, M., & Organ, A. (2010). Defining media enjoyment as the satisfaction of intrinsic needs. Journal of Communication, 60, 758–777. doi: 10.1111/j.1460-2466.2010.01513.x
King, D., & Delfabbro, P. (2009). Motivational differences in problem video game play. Journal of CyberTherapy and Rehabilitation, 2, 139-149.
Wang, C. K. J., Liu, W. C., & Khoo, A. (2009). The psychometric properties of Dispositional Flow Scale-2 in internet gaming. Current Psychology, 28, 194–201.
Przybylski, A. K., Weinstein, N., Ryan, R. M., & Rigby, C. S. (2009). Having to versus wanting to play: Background and consequences of harmonious versus obsessive engagement in video games. CyberPsychology & Behavior, 12, 485-492.
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Chapters, Overviews, and Commentaries
Uysal, A., & Yildirim, I. G (2016). Self-determination theory in digital games. In B. Bostan (Ed.), Gamer psychology and behavior (pp. 123-135). Cham, Switzerland: Springer. doi: http://www.springer.com/us/book/9783319299037
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