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Arriaga, P, Esteves, F, Carneiro, P Monteiro, M B (2008) Are the Effects of Unreal Violent Video Games Pronounced When Playing With a Virtual Reality System? Aggressive Behavior, Vol. 34, pp. 521-538.

Achtman, R L, Green C.S. and Bavelier D (2008) Video Games as a tool to train visual skills, Restorative Neurology and Neuroscience, 26, pp. 435-446.

 

Williams, D, N Martins, M Consalvo & J Ivory (2008, in press), The virtual census: Representations of gender, race and age in video games. New Media & Society.

Williams, D, N Yee & S Caplan (2008b, in press), Who Plays, How Much, and Why? A Behavioral Player Census of Virtual World. Journal of Computer Mediated Communication.

 

Crowe, N, and Bradford, S, (2007), Identity and structure in on-line gaming: Young people’s symbolic and virtual extensions of self. In Hodkinson, P, and Deicke, W, (editors), Scenes, Subcultures and Tribes, Routledge, 215–228.

 

Griffiths et al, Excessive Computer Game Playing: Evidence for Addiction and Aggression?, CyberPsychology & Behavior, Volume 10, Number 2, 2007.

 

Linderoth, Jonas & Bennerstedt, Ulrika, 2007 (på uppdrag av Medierådet).

 

Polman, H Orobio de Castro, B and van Aken, Marcel (2007), Experiential Study of the Differential Effects of Playing Versus Watching Violent Video Games on Children´s Aggressive Behavior, Aggressive Behavior, Vol. 34, pp. 256-264.

 

Rosser, JC et al, The Impact of Video Games on Training Surgeons in the 21st Century, 2007, Archives of Surgery, 2007; 142(2): 181–186.

 

Williams, D, S Caplan & L Xiong (2007), Can you hear me now? The Impact of Voice in an Online Gaming Community, Human Communication Research, 33, pp. 427–449.

 

Ferguson, Christopher, John (2007), The Good, The Bad and the Ugly: A Meta-analytic review of Positive and Negative Effects of Violent Media Games, Psychiatry Quarterly 78, pp. 309-316.

 

Jansz, J and Tanis, M (2007), Appeal of Playing Online First Person Shooter Games, Cyberpsychology & Behavior, vol. 10, no. 1, pp. 133-136.

 

Yee, N & J N Bailenson (2007), The Proteus Effect: The Effect of Transformed Self-Representation on Behavior. Human Communication Research, 33, 271–290.

 

Sun, C-T, Lin, H and Ho, C H (2006), Sharing Tips with Strangers: Exploiting Gift Culture in Computer Gaming, CyberPsychology & Behavior, vol. 9, no. 5, pp. 560-570.

 

Yee, N (2006), Motivations for Play in Online Games, Cyberpsychology & Behavior, vol. 9, no. 6, pp. 772-775.

 

Kerbs, R (2005), Social and ethical considerations in virtual worlds, The Electronic Library, vol. 23, no. 5, pp. 539-546.

 

Kevin D Browne, Catherine Hamilton-Giachritsis, The influence of violent media on children and adolescents: a public-health approach. The Lancet Vol 365 February 19, 2005.

 

Bremberg, Sven och Lager, Anton, Hälsoeffekter av tv- och datorspelande – en systematisk genomgång av vetenskapliga studier. Statens folkhälsoinstitut, 2005.

 

Sheese, B and Graziano, W (2005), Deciding to Defect, The Effects of Video-Game Violence on Cooperative Behavior, American Psychological Society, vol. 16, no. 5, pp. 354-357.

 

Bailenson, J, Beall, A C, Loomis, J, Blascovich, J, Turk, M C (2004), Transformed social interaction: Decoupling representation from behavior and form in collaborative virtual environments. Presence: Teleoperators and Virtual Environments, 13, 428–441.

 

Griffiths, M, Davies, M and Chappell, D (2004), Demographic Factors and Playing Variables in Online Computer Gaming, CyberPsychology & Behavior, vol. 7, no. 4, pp. 479-487.

 

Norman, Donald, Emotional Design: why we love (or hate) everyday things (2004).

Linderoth, Jonas (2004), Datorspelandets mening: Bortom idén om den interaktiva illusionen, doktorsavhandling, Institutionen för pedagogik och didaktik, Göteborgs universitet.


"En digital barndom?" av Endestad, Brandtzaeg, Heim, Torgersen, Hertzberg Kaare, Institutt for Kulturstudier, Universitetet i Oslo, Norsk institutt for forskning om oppvekst, velferd og aldring, NOVA Rapport 1/2004. "En digital barndom?" är en norsk undersökning om barns bruk av medieteknologi, genomförd av NOVA. I undersökningen har 1112 norska barn, i åldrarna 7-12 år, tillfrågats om deras användande av nya medieteknologier. Enkätundersökningen besvarades av elever i årskurs 5, 6 och 7 på sex olika skolor i Oslo under oktober och november 2002. De yngsta barnens enkäter (årskurs 2) besvarades av deras föräldrar. Tabell 9 visar hur ofta och vilka aktiviteter barn gör utanför skoltid. I appendix på sid 77 finns motsvarande fråga formulerad.

Anderson, Craig A (2004), An update on the effects of playing violent video games, Journal of Adolescence, Vol. 27, pp. 113–122.

Gentile DA, Lynch PJ, Linder JR, Walsh DA (2004),, Journal of Adolescence, Vol. 27, Issue 1, pp. 5-22.


Funk, Jeanne B.; Baldacci, Heidi Bechtoldt; Pasold, Tracie; Baumgardner, Jennifer (2004), Violence exposure in real-life, video games, television, movies, and the internet: is there desensitization?, Journal of Adolescence, Vol. 27, Issue 1, pp. 23-39.


Krahé, B and Möller, I (2004), Playing violent electronic games, hostile attributional style, and aggression-related norms in German adolescents Journal of Adolescence, Vol. 27, Issue 1, pp. 53–69.

 

Uhlmann, E and Swanson, J (2004), Exposure to violent video games increases automatic aggressiveness av Eric Uhlmann, Journal of Adolescence, Vol. 27, Issue 1, pp. 41-52.

 

Benchmarking the cultivation approach to video game effects: a comparison of the correlates of TV viewing and game play av Jan Van Mierlo and Jan Van den Bulck in the Journal of Adolescence, Vol. 27, Issue 1, 2004.

Online computer gaming: a comparison of adolescent and adult gamers av M. D. Griffiths, Mark N. O. Davies and Darren Chappell in the Journal of Adolescence, Vol. 27, Issue 1, 2004.

Rapport framtagen av det danska Medierådet för barn och unga,
en sammanställning av den internationella forskningen på området.

Rapporten är framtagen av det danska Medierådet för barn och unga på inititiv av det danska Kulturministeriet och publicerad på Medierådets hemsida på svenska 2004.

 

Bailenson, J N, Blascovich, J, Beall, A C, Loomis, J M (2003), Interpersonal distance in immersive virtual environments. Personality and Social Psychology Bulletin, 29, 819–834.

 

Bryce, J and Rutter, J (2003) "Gender dynamics and the social and spatial organization of computer gaming," Leisure Studies, 22, pp. 1-15.

 

Egenfeldt-Nielsen, Simon och Heide Smith, Jonas, Datorspel och skadlighet (en forskningsöversikt framtagen till det danska Medierådet för barn och unga), september 2003.

 

Griffiths, Mark, Videogames: Advice for parents and teachers, Education and Health, vol. 21, No. 3, 2003.

 

Griffiths, M, Davies, M and Chappell, D (2003) "Breaking the Stereotype: the case of online gaming." CyberPsychology & Behavior, vol. 6, pp. 81-91.

 

Yee, N (2003) The Norrathian scrolls: a study of Everquest (version 2.5) On-line. Available: l.

 

Influence of Media Violence on Youth av Craig Anderson, Leonard Berkowitz, Edward Donnerstein, L. Rowell Huessman, James D. Johnson, Daniel Linz, Neil Malamuth and Ellen Wartella in Psychological Science in the Public Interest, December 2003.

 

Johnson, J G, et al, Television Viewing and Aggressive Behavior During Adolescence and Adulthood, Science Magazine, vol. 295, mars 2002.

 

Frank, Anders, Spelandets roll i framtiden. Rapport från Sveriges Tekniska Attachéer, 2000.

 

Jessen, Carsten och Sørensen, Birgitte H., Det er bare noget, der er lavet... Børn, computerspil, vold og virkelighed, december 1999.

 

Turkle, Sherry, Life on the Screen: Identity in the Age of the Internet, 1995.

 

Longitudinal Relations Between Children’s Exposure to TV Violence and Their Aggressive and Violent Behavior in Young Adulthood: 1977–1992 av Rowell Huesmann, Jessica Moise-Titus, Cheryl-Lyn Podolski and Leonard D. Eron in Developmental Psychology, Vol. 39, 2003.

Exposure to Violent Media: The Effects of Songs With Violent Lyrics on Aggressive Thoughts and Feelings av Craig Anderson, Nicholas Carnagey and Janie Eubanks in The Journal of Personality and Social Psychology, Vol 84, 2003.


Aggressive Youths, Violent Video Games Trigger Unusual Brain Activity by the Indiana University School of Medicine, December 2, 2002. Studien handlar om hur hjärnan påverkas av mediavåld.

 

Nettleton, S, Pleace N, Burrows, R and Muncer S (2002) "The Reality of Virtual Social Support," in S. Woolgar (ed.) Virtual Socity? Technology, Cyberbole, Reality, Great Britain: Oxford University Press, pp. 176-189.

 

What Goes In Must Come Out: Children's Media Violence Consumption at Home and Aggressive Behaviors at School av Audrey M. Buchanan, Douglas A. Gentile, Ph.D., David A. Nelson, Ph.D., David A. Walsh, Ph.D., and Julia Hensel in Journal of Applied Developmental Psychology, Vol. 23. Copyright 2002 Elsevier Science Inc.

Watt, S, Lea, M and Spears, R (2002) "How social is Internet Communication? A Reappraisal of Bandwidth and Anonymity Effects," in S. Woolgar (ed.) Virtual Society? Technology, Cyberbole, Reality, Great Britain: Oxford University Press, pp. 61-78.

Woolgar, S (2002) "Five rules of virtuality," in S. Woolgar (ed.) Virtual Society? Technology, Cyberbole, Reality, Great Britain: Oxford University Press, pp. 1-23.

 

Pollner M (2002) "Inside the bubble: Communion, Cognition, and Deep Paly at the Intersection of Wall Street and Cyberspace," in S. Woolgar (ed.) Virtual Society? Technology, Cyberbole, Reality, Great Britain: Oxford University Press, pp. 230-247.

 


-       Bai YM, Lin CC, Chen JY. Internet addiction disorder among clients of a virtual clinic. Psychiatric Services 2001; 52: 1397.

 

-       Batthany D, Müller KW, Benker F, Wölfling K. Computer game playing: clinical charateristics of dependence and abuse among adolescents. Wien Klin Wochenschr 2009; 121 (15-16): 502-9.

 

-       Beard KW, Wolf EM. Modification in the proposed diagnostic criteria for internet addiction. CyberPsychology and Behavior 2001; 4: 377-83.

 

-       Beard KW. Internet Addiction: A Review of Current Assessment Techniques and Potential Assessment Questions. CyberPsychology and Behavior 2005; 1: 7-14.

 

-       Bingham JE, Piotrowski C. On-line sexual addiction; a contemporary enigma. Psychological Reports 1996; 79: 257-8.

 

-       Brenner V. Parameters of Internet use, abuse and addiction: The first 90 days of the internet usage survey. Psychological Reports 1997; 80: 879-82.

 

-       Cao F, Su L, Liu T, Gao X. The relationship between impulsivity and Internet addiction in a sample of Chinese adolescents. European Psychiatry 2007; 22: 466-71

 

-       Chak K, Leung L. Shyness and locus of control as predictors of internet addiction and internet use. CyberPsychology & Behavior 2004; 7: 559-70.

 

-       Chan PA, Rabinowitz T. A cross-sectional analysis of video games and attention deficit hyperactivity disorder symptoms in adolescents. Annals of General Psychiatry 2006; 5: 1-16.

 

-       Davis RA. A cognitive-behavioral model of pathological internet use (PIU). Computers in Human Behavior 2001; 17: 187-95.

 

-       Greenfield D. The nature of Internet addiction: psychological factors in compulsive Internet use. Presentation at the American Psychological association, Boston, MA, August 20. 1999. http//www.virtual-addiction. Com/pd/nature_internet_addiction.pdf.

 

-       Griffiths M. Does Internet and Computer “Addiction” Exist? Some Case Study Evidence. CyberPsychology & Behavior 2000; 2: 211-8.

 

-       Griffiths MD, Davies MNO, Chappell D. Online computer gaming. A Comparison of adolescent and adult gamers. Journal of Adolescence 2004; 27: 87-96.

 

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-       Grohol J. Too much time online: Internet addiction or healthy social interactions. CyberPsychology and Behavior; 2: 395-402.

 

-       Grüsser SM, Thalemann R, Griffiths MD. Exzessive computer game playing: evidence for addiction and aggression? Cyberpsychology and Behavior 2007; 10 (2): 290-2.

 

-       Grüsser SM, Thalemann R, Albrecht U. Exzessive Computernutzung im Kindesalter – Ergebnisse einer psychometrischen Erhebung. Wiener Klinische Wochenschrift 2005; 117: 188-95.

 

-       Ha JH, Kim SY, Bae SC, Kim H, Sim M, Lyoo IK, Cho SC. Depression and Internet addiction in adolescents. Psychopathology 2007: 40: 424-30.

 

-       Hahn A, Jerusalem M. Internetsucht: Jugendliche gefangen im Netz. In: Raithel J (Hg.). Risikoverhalten Jugendlicher. Opladen: Leske & Budrich, 2001.

 

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-       Huang Z, Wang M, Qian M, Zhong J, Tao R. Chinese Internet addiction inventory: developing a measure of problematic Internet use for Chinese college students. CyberPsychology & Behavior 2007; 10: 805-11.

 

-       Hur MH. Demographic, habitual, and socioeconomic determinants of Internet addiction disorder: an empirical study of Korean teenagers. CyberPsychology & Behavior 2006; 9: 514-25.

 

-       Kratzer S, Hegerl U. Ist “Internetsucht” eine eigenständige Erkrankung? Eine Untersuchung von Menschen mit exzessiver Internetnutzung. Psychiatrische Praxis 2008; 35: 80-3.

 

-       Lin SS, Tsai CC. Sensation seeking and Internet dependence of Taiwanese high school adolescents. Computers in Human Behavior 2002; 18: 411-26.

 

-       Orzack M, Orzack D. Treatment of computer addicts with complex co-morbid psychiatric disorders. CyberPsychology & Behavior 1999; 2: 465-73.

 

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-       Thalemann R, Wölfling K, Grüsser SM. Specific cue reactivity on computer game-related cues in excessive gamers. Behav Neurosci 2007; 121 (3): 614- 8.

 

-       Wideyanto L, Griffiths M. ‘Internet Addiction’: A critical Review. International Journal of Mental Health and Addiction 2006; 4: 31-51.

 

-       Wölfling K, Grüsser SM. Addicted to computer games. MMW Fortschr Med 2008; 150 (11): 35-6.

 

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-       Yen JY, Ko CH, Yen CF, WU HY, Yang MJ. The comorbid psychiatric symptoms of Internet addiction: attention deficit and hyperactivity disorder (ADHD), depression, social phobia, and hostility. Journal of Adolescent Health 2007; 41: 93-8.

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