The following is a collection of current research on gaming addiction, including a collection of references:
Online Gaming Issues in Offline Couple Relationships: A Primer for Marriage and Family Therapists (MFTs) 2012
Hertlein, K. M., & Hawkins, B. P. (2012). Online gaming issues in offline couple relationships: A primer for MFTs. The Qualitative Report, 17(Art. 15), 1-48. Retrieved from http://www.nova.edu/ssss/QR/QR17/hertlein.pdf
References cited in the above article:
Anderson, T. L. (2005). Relationships among internet attitudes, internet use, romantic beliefs, and perceptions of online romantic relationships. CyberPsychology & Behavior, 8(6), 521-531.
Anfara, V. A., Brown, K. M., & Mangione, T. (2002). Qualitative analysis on stage: Making the research process more public. Educational Researcher, 31(7), 28–36.
Baker, A. (2002). What makes an online relationship successful? Clues from couples who met incyberspace. CyberPsychology & Behavior, 5(4), 363-375.
Becker, C. S. (1987). Friendship between women: A phenomenological study of best friends. Journal of Phenomenological Psychology, 18(1), 59-72.
Ben-Ze'ev, A. (2004). Love online: Emotion on the Internet. New York, NY: Cambridge University Press.
Bessiere, K. Seay, F., & Kiesler, S. (2007). The ideal self: Identity exploration in World of Warcraft. Cyberpsychology & Behavior, 10(4), 530-535.
Block, J. J. (2008). Issues for DSM-V: Internet addiction [Editorial]. American Journal of Psychiatry, 165(3), 306-307.
Charlton, J. P., & Danforth, I. D. W. (2007). Distinguishing addiction and high engagement in the context of online game playing. Computers in Human Behavior, 23(3), 1531-1548.
Chen, C., Sun, C., & Hsieh, J. (2008). Player guild dynamics and evolution in massively massively multiplayer online games. Cyberpsychology & Behavior, 11(3), 293-301.
Chumbley, J., & Griffiths, M. (2006). Affect and the computer game player: The effect of gender, personality, and game reinforcement structure on affective responses to computer game-play. Cyberpsychology & Behavior, 9(3), 308-316.
Cole, H., & Griffiths, M. D. (2007). Social interactions in massively multiplayer online role playing gamers. CyberPsychology & Behavior, 10(4), 575-583.
Creswell, J. W. (1998) Qualitative inquiry and research design: Choosing among five traditions. Thousand Oaks, CA: Sage.
Deacon, S. A., & Thomas, V. (2000). Discovering creativity in family therapy: A theoretical analysis. Journal of Systemic Therapies, 19(3), 4–17.
Denzin, N. K., & Lincoln, Y. S. (Eds.). (1998). Strategies of qualitative inquiry. London: Sage Publications.
De Marco, F. (2006). Warcraft widows: An Internet support group. Retrieved from http://kotaku.com/222201/warcraft-widows-an-internet-support-group
Entertainment Software Association (ESA, 2009). Essential facts about the computer and video game industry. Retrieved from
Entertainment Software Association (ESA, 2005). Game player data. Retrieved from http://www.theesa.com/facts/gamer_data.php
Felmlee, D., & Muraco, A. (2009). Gender and friendship norms among older adults. Research on Aging, 21, 318-344. doi: 10.1177/0164027508330719
Gamasutra, The Art & Business of Making Games (2008). World of Warcraft hits 10 million subscribers. Retrieved from http://www.gamasutra.com/php-bin/news_index.php?story=17062
25 The Qualitative Report 2012
Grüsser, S. M., Thalemann, R. R., & Griffiths, M. D. (2007). Excessive computer game playing: Evidence for addiction and aggression? CyberPsychology & Behavior, 10(2), 290-292. doi: 10.1089/cpb.2006.9956
Hertlein, K. M. (2009, September). Distinguishing Internet infidelity from Internet addiction. Workshop presented at the annual Nevada State Recovery Conference, Las Vegas, NV.
Hertlein, K. M., & Sendak, S. K. (2007, March). Love “bytes”: Internet infidelity and the meaning of intimacy in computer-mediated relationships. Paper presented at the Annual Conference of Persons, Intimacy, and Love, Salzburg, Austria.
Hertlein, K. M., Weeks, G. R., & Gambescia, N. (2008). Systemic sex therapy. New York, NY: Routledge.
Hessellund, H. (1976). Masturbation and sexual fantasies in married couples. Archives of Sexual Behavior, 5, 133-147. doi: 10.1007/BF01541870
Hicks, T. V., & Leitenberg, H. (2001). Sexual fantasies about one's partner versus someone else: Gender differences in incidence and frequency. Journal of Sex Research, 38, 43-50. doi: 10.1080/00224490109552069
Huang, Y. (2006). Identity and intimacy crises and their relationship to internet dependence among college students. Cyberpsychology & Behavior, 9(5), 571-576.
Hussain, Z., & Griffiths, M. D. (2009). The attitudes, feelings and experiences of online gamers: A qualitative analysis. CyberPsychology & Behavior, 12, 747-753. doi: 10.1089/cpb.2009.0059
Kinsella, E. A. (2006). Hermeneutics and critical hermeneutics: Exploring possibilities within the art of interpretation. Forum: Qualitative Social Research, 7(3), article 19. Retrieved from
Klein, H. K., & Myers, M. D. (1999). A set of principles for conducting and evaluating interpretive field studies in information systems. MIS Quarterly, Special Issues on Intensive Research, 23(1), 67-93.
Laverty, S. M. (2003). Hermeneutic phenomenology and phenomenology: A comparison of historical and methodological considerations. International Journal of Qualitative Methods, 2(3), 2-29.
Liu, C, & Kuo, F. (2007). A study of Internet addiction through the lens of the interpersonal theory. CyberPsychology, 10(6), 799-804.
Lo, S., Wang, C., & Fang, W. (2005). Physical interpersonal relationships and social anxiety among online game players. Cyberpsychology & Behavior, 8(1), 15-20.
McKenna, K., & Bargh, J. (1998). "Coming out" in the age of the Internet: identity demarginalization through virtual group participation. Journal of Personality and Social Psychology, 75, 681-694.
McKenna, K. Y. A., Green, A. S., & Smith, P. K. (2001). Demarginalizing sexual self. Journal of Sex Research, 38, 302-311.
Mitchell, E. (1985). The dynamics of family interaction around home video games. Family Relations, 8(1-2), 121-135.
Mitchell, K., & Wells, M. (2007). Problematic internet experiences: Primary or secondary presenting problems in persons seeking mental health care? Social Science & Medicine, 65(6), 1136-1141.
MMORPG.com. (2009). Retrieved from http://www.mmorpg.com/index.cfm?bhcp=1.
Katherine M. Hertlein and Blendine P. Hawkins 26
Ng, B. D., & Wiemer-Hastings, P. (2005). Addiction to the internet and online gaming. Cyberpsychology & Behavior, 8(2), 110-113.
Olofsson, A., & Fossum, B. (2009). Perspectives on music therapy in adult cancer care: A hermeneutic study. Oncology Nursing Forum, 36(4), E223-E231.
Olson, D. H., & Gorall, D. M. ( 2003). Circumplex model of marital and family systems. In F. Walsh (Ed.), Normal family processes (3rd ed., pp. 514-547). New York, NY: Guilford.
Packer, M. J., & Addison, R. B. (1989). Entering the circle: Hermeneutic investigation in psychology. Albany, NY: State University of New York Press.
Paterson, M., & Higgs, J. (2005). Using hermeneutics as a qualitative research
approach in professional practice. The Qualitative Report, 10(2), 339-357. Retrieved from http://www.nova.edu/ssss/QR/QR10-2/paterson.pdf
Peng, W., Liu, M., & Mou, Y. (2008). Do aggressive people play violent computer games in a more aggressive way? Individual difference and idiosyncratic game-playing experience. CyberPsychology & Behavior, 11(2), 157-161.
Peters, C. S., & Malesky, A. (2008). Problematic usage among highly-engaged players of massively multiplayer online role playing games. CyberPsychology & Behavior, 11(4), 481-484.
Rapley, T. (2007). Doing conversation, discourse and document analysis. London: Sage Publications.
Rosenthal, G. T., Soper, B., Folse, E. J., & Whipple, G. J. (1998). Role-play gamers and national guardsmen compared. Psychological Reports, 82, 169-170.
Schostak, J. F. (2002). Understanding, designing and conducting qualitative research in education: Framing the project. Philadelphia, PA: Open University Press.
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Smyth, J. M. (2007). Beyond self-selection in video game play: An experimental examination of the consequences of massively multiplayer online role-playing game play. Cyberpsychology & Behavior, 10(5), 717-721.
Titchen, A. (2000). Professional craft knowledge in patient centered nursing and the facilitation of its development. University of Oxford doctoral thesis. Kidlington: Ashdale Press.
Vigil, J. M. (2007). Asymmetries in the friendship preferences and social styles of men and women. Human Nature, 18, 143-161. doi: 10.1007/s12110-007-9003-3
Wang, C., & Wang, C. (2008). Helping others in online games: Prosocial behavior in cyberspace. Cyberpsychology & Behavior, 11(3), 344-346
Weeks, G. R. (2005). The emergence of a new paradigm in sex therapy: integration. Sexual and Relationship Therapy, 20(1), 89-103.
Weeks, G., & Hof, L. (1987). Integrating sex and marital therapy: A clinical guide. Philadelphia, PA: Brunner/Mazel.
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Williams, D., Yee, N., & Caplan, S. E. (2008). Who plays, how much, and why? A player census of a virtual world. Journal of Computer-Mediated Communication, 13(4), 993-1018.
Yee, N. (2003). Gender and age distribution. The Daedalus Project: The psychology of MMORPGs Website. Retrieved from
Yee, N. (2004). Player demographics. The Daedalus Project: The psychology of MMORPGs Website. Retrieved from
Yee, N. (2006). The demographics, motivations and derived experiences of users of massively-multiuser online graphical envivironments. PRESENCE: Teleoperators and Virtual Environments, 15, 309-329.
Textbook Resources for Professionals, Researchers, and Students: