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An Exploratory Study of Trolling in Online Video Gaming :

International journal of cyber behavior, psychology, and learning, v.2 no.4, 2012년, pp.17 - 33  

Thacker, Scott ,  Griffiths, Mark D.

초록이 없습니다.

참고문헌 (40)

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  3. Anderson, Craig A., Shibuya, Akiko, Ihori, Nobuko, Swing, Edward L., Bushman, Brad J., Sakamoto, Akira, Rothstein, Hannah R., Saleem, Muniba. Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review.. Psychological bulletin, vol.136, no.2, 151-173.

  4. Edutainment tools for initial education of type-1 diabetes mellitus: Initial diabetes education with fun. N.Aoki 2004 855 Medinfo 11 

  5. Baranowski, Tom, Baranowski, Janice, Cullen, Karen W, Marsh, Tara, Islam, Noemi, Zakeri, Issa, Honess-Morreale, Lauren, deMoor, Carl. Squire’s Quest! : Dietary outcome evaluation of a multimedia game. American journal of preventive medicine, vol.24, no.1, 52-61.

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  7. Bosacki, Sandra, Dane, Andrew, Marini, Zopito. Peer relationships and internalizing problems in adolescents: mediating role of self-esteem. Emotional and behavioural difficulties : the journal of the Association of Workers for Children with Emotional and Behavioural Difficulties, vol.12, no.4, 261-282.

  8. Braun, Virginia, Clarke, Victoria. Using thematic analysis in psychology. Qualitative research in psychology, vol.3, no.2, 77-101.

  9. Chappell, Darren, Eatough, Virginia, Davies, Mark N. O., Griffiths, Mark. EverQuest-It’s Just a Computer Game Right? An Interpretative Phenomenological Analysis of Online Gaming Addiction. International journal of mental health and addiction, vol.4, no.3, 205-216.

  10. Cole, Helena, Griffiths, Mark D.. Social Interactions in Massively Multiplayer Online Role-Playing Gamers. Cyberpsychology & behavior : the impact of the internet, multimedia and virtual reality on behavior and society, vol.10, no.4, 575-583.

  11. Identity and deception in the virtual community J. S.Donath 1999 29 Communities in cyberspace 

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  13. Festinger, Leon. A Theory of Social Comparison Processes. Human relations, vol.7, no.2, 117-140.

  14. Griffiths, Mark. Violent video games and aggression : A review of the literature. Aggression and violent behavior, vol.4, no.2, 203-212.

  15. Griffiths, Mark D.. The Role of Context in Online Gaming Excess and Addiction: Some Case Study Evidence. International journal of mental health and addiction, vol.8, no.1, 119-125.

  16. Griffiths, Mark D., Davies, Mark N.O., Chappell, Darren. Breaking the Stereotype: The Case of Online Gaming. Cyberpsychology & behavior : the impact of the internet, multimedia and virtual reality on behavior and society, vol.6, no.1, 81-91.

  17. Griffiths, Mark D., Hunt, Nigel. Dependence on Computer Games by Adolescents. Psychological reports, vol.82, no.2, 475-480.

  18. Grüsser, S.M., Thalemann, R., Griffiths, M.D.. Excessive Computer Game Playing: Evidence for Addiction and Aggression?. Cyberpsychology & behavior : the impact of the internet, multimedia and virtual reality on behavior and society, vol.10, no.2, 290-292.

  19. N.Hayes 2000 Doing psychological research: Gathering and analyzing data 

  20. Herring, Susan, Job-Sluder, Kirk, Scheckler, Rebecca, Barab, Sasha. Searching for Safety Online: Managing "Trolling" in a Feminist Forum. The information society, vol.18, no.5, 371-384.

  21. Hussain, Zaheer, Griffiths, Mark D.. Gender Swapping and Socializing in Cyberspace: An Exploratory Study. Cyberpsychology & behavior : the impact of the internet, multimedia and virtual reality on behavior and society, vol.11, no.1, 47-53.

  22. Jackson, Linda A., Zhao, Yong, Witt, Edward A., Fitzgerald, Hiram E., von Eye, Alexander, Harold, Rena. Self-Concept, Self-Esteem, Gender, Race, and Information Technology Use. Cyberpsychology & behavior : the impact of the internet, multimedia and virtual reality on behavior and society, vol.12, no.4, 437-440.

  23. Joinson, Adam N.. Self-Esteem, Interpersonal Risk, and Preference for E-Mail to Face-To-Face Communication. Cyberpsychology & behavior : the impact of the internet, multimedia and virtual reality on behavior and society, vol.7, no.4, 472-478.

  24. Mann, Michal (Michelle), Hosman, Clemens M. H., Schaalma, Herman P., de Vries, Nanne K.. Self-esteem in a broad-spectrum approach for mental health promotion. Health education research, vol.19, no.4, 357-372.

  25. McKenna, Katelyn Y. A., Bargh, John A.. Coming out in the age of the Internet: Identity "demarginalization" through virtual group participation.. Journal of personality and social psychology, vol.75, no.3, 681-694.

  26. Morrissey, L. (2010). Trolling is an art: Towards a schematic classification of intention in internet trolling. Griffith Working Papers in Pragmatics and Intercultural Communications, 3(2), 75-82. 

  27. Ravaja, Niklas, Turpeinen, Marko, Saari, Timo, Puttonen, Sampsa, Keltikangas-Järvinen, Liisa. The psychophysiology of James Bond: Phasic emotional responses to violent video game events.. Emotion, vol.8, no.1, 114-120.

  28. M.Rosenberg 1965 10.1515/9781400876136 Society and the adolescent self-image 

  29. Shachaf, Pnina, Hara, Noriko. Beyond vandalism: Wikipedia trolls. Journal of information science, vol.36, no.3, 357-370.

  30. Suler, John R.. Identity Management in Cyberspace. Journal of applied psychoanalytic studies, vol.4, no.4, 455-459.

  31. Suler, John. The Online Disinhibition Effect. Cyberpsychology & behavior : the impact of the internet, multimedia and virtual reality on behavior and society, vol.7, no.3, 321-326.

  32. Suls, Jerry, Martin, René, Wheeler, Ladd. Social Comparison: Why, With Whom, and With What Effect?. Current directions in psychological science : a journal of the American Psychological Society, vol.11, no.5, 159-163.

  33. Taylor, Shelley E., Lerner, Jennifer S., Sherman, David K., Sage, Rebecca M., McDowell, Nina K.. Portrait of the self-enhancer: Well adjusted and well liked or maladjusted and friendless?. Journal of personality and social psychology, vol.84, no.1, 165-176.

  34. Troll. (2010). In Oxford Dictionaries Online. Retrieved February 23, 2012, from http://oxforddictionaries.com/definition/troll--2 

  35. Evaluation of microcomputer nutritional teaching games in 1,876 children at school. M. C.Turnin 2001 459 Diabetes & Metabolism 27 

  36. Wang, F., Veugelers, P. J.. Self-esteem and cognitive development in the era of the childhood obesity epidemic. Obesity reviews : an official journal of the International Association for the Study of Obesity, vol.9, no.6, 615-623.

  37. Widyanto, Laura, Griffiths, Mark. An Empirical Study of Problematic Internet Use and Self-Esteem :. International journal of cyber behavior, psychology, and learning, vol.1, no.1, 13-24.

  38. N. E.Willard 2007 Cyberbullying and cyberthreats: Responding to the challenge of online social cruelty, threats, and distress 

  39. Wood, Richard T. A., Griffiths, Mark D.. Time Loss Whilst Playing Video Games: Is there a Relationship to Addictive Behaviours?. International journal of mental health and addiction, vol.5, no.2, 141-149.

  40. Wood, Richard T.A., Griffiths, Mark D., Parke, Adrian. Experiences of Time Loss among Videogame Players: An Empirical Study. Cyberpsychology & behavior : the impact of the internet, multimedia and virtual reality on behavior and society, vol.10, no.1, 38-44.

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