The determinants of internet gaming disorder disorder symptoms through avatar identification among multiplayer online battle arena (MOBA) gamers
<p>The popular game genre, multiplayer online battle arena (MOBA), contain addictive</p><p>features. Concerns arise when gamers experience adverse consequences, particularly</p><p>Internet gaming disorders (IGD) symptoms. An exami...
Saved in:
Main Author: | |
---|---|
Format: | thesis |
Language: | eng |
Published: |
2021
|
Subjects: | |
Online Access: | https://ir.upsi.edu.my/detailsg.php?det=7518 |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
id |
oai:ir.upsi.edu.my:7518 |
---|---|
record_format |
uketd_dc |
institution |
Universiti Pendidikan Sultan Idris |
collection |
UPSI Digital Repository |
language |
eng |
topic |
BF Psychology |
spellingShingle |
BF Psychology Tng, Soo Ting The determinants of internet gaming disorder disorder symptoms through avatar identification among multiplayer online battle arena (MOBA) gamers |
description |
<p>The popular game genre, multiplayer online battle arena (MOBA), contain addictive</p><p>features. Concerns arise when gamers experience adverse consequences, particularly</p><p>Internet gaming disorders (IGD) symptoms. An examination of determinants is crucial to</p><p>develop a clearer picture of IGD. Uses and Gratification Theory (UGT) was applied to</p><p>ground the formation of the conceptual framework. There are several research objectives:</p><p>(1) to identify the cut-off value of the nine-item IGD Scale (short form) and determine the</p><p>prevalence rate of the disordered group, (2) examine the predictive effects of social phobia,</p><p>depression, motivations of gaming (achievement, socialisation, and immersion), and</p><p>identification of avatar on IGDs symptoms, and (3) explore the mediating effect of</p><p>identification of avatar among the relationships. The present study applied translation and</p><p>adaption of the used measures. The conceptual translation was performed to ensure the</p><p>original meanings of items were retained while adapting to the local context. A crosssectional</p><p>descriptive design and purposive sampling method were implemented to collect</p><p>1,175 sets of responses via online survey. After data cleaning, 1,068 sets of responses were</p><p>retained for final analyses. The present study discovered that social phobia, depression,</p><p>achievement motivation, immersion motivation, and identification of avatar positively</p><p>predicted IGDs symptoms, whereas socialisation motivation as a negative predictor.</p><p>Identification of avatar was found as a significant mediator for all key determinants (except</p><p>depression) and IGDs symptoms. Theoretically, the examination of mediating effect</p><p>extended the application of UGT by illustrating clearer interplay between the determinants</p><p>and IGD. The significant mediation reflected its suitability of UGT in the study context.</p><p>Practical implications were suggested in providing prevention and intervention programs</p><p>to at-risk youth (e.g., experience mental issues). Shaping youth's positive characteristics</p><p>should always be placed as the top priority given that youth are the impetus who bring</p><p>revolutionary changes and improvement in a nation.</p> |
format |
thesis |
qualification_name |
|
qualification_level |
Doctorate |
author |
Tng, Soo Ting |
author_facet |
Tng, Soo Ting |
author_sort |
Tng, Soo Ting |
title |
The determinants of internet gaming disorder disorder symptoms through avatar identification among multiplayer online battle arena (MOBA) gamers |
title_short |
The determinants of internet gaming disorder disorder symptoms through avatar identification among multiplayer online battle arena (MOBA) gamers |
title_full |
The determinants of internet gaming disorder disorder symptoms through avatar identification among multiplayer online battle arena (MOBA) gamers |
title_fullStr |
The determinants of internet gaming disorder disorder symptoms through avatar identification among multiplayer online battle arena (MOBA) gamers |
title_full_unstemmed |
The determinants of internet gaming disorder disorder symptoms through avatar identification among multiplayer online battle arena (MOBA) gamers |
title_sort |
determinants of internet gaming disorder disorder symptoms through avatar identification among multiplayer online battle arena (moba) gamers |
granting_institution |
Universiti Pendidikan Sultan Idris |
granting_department |
Fakulti Pembangunan Manusia |
publishDate |
2021 |
url |
https://ir.upsi.edu.my/detailsg.php?det=7518 |
_version_ |
1747833399229284352 |
spelling |
oai:ir.upsi.edu.my:75182022-10-26 The determinants of internet gaming disorder disorder symptoms through avatar identification among multiplayer online battle arena (MOBA) gamers 2021 Tng, Soo Ting BF Psychology <p>The popular game genre, multiplayer online battle arena (MOBA), contain addictive</p><p>features. Concerns arise when gamers experience adverse consequences, particularly</p><p>Internet gaming disorders (IGD) symptoms. An examination of determinants is crucial to</p><p>develop a clearer picture of IGD. Uses and Gratification Theory (UGT) was applied to</p><p>ground the formation of the conceptual framework. There are several research objectives:</p><p>(1) to identify the cut-off value of the nine-item IGD Scale (short form) and determine the</p><p>prevalence rate of the disordered group, (2) examine the predictive effects of social phobia,</p><p>depression, motivations of gaming (achievement, socialisation, and immersion), and</p><p>identification of avatar on IGDs symptoms, and (3) explore the mediating effect of</p><p>identification of avatar among the relationships. The present study applied translation and</p><p>adaption of the used measures. The conceptual translation was performed to ensure the</p><p>original meanings of items were retained while adapting to the local context. A crosssectional</p><p>descriptive design and purposive sampling method were implemented to collect</p><p>1,175 sets of responses via online survey. After data cleaning, 1,068 sets of responses were</p><p>retained for final analyses. The present study discovered that social phobia, depression,</p><p>achievement motivation, immersion motivation, and identification of avatar positively</p><p>predicted IGDs symptoms, whereas socialisation motivation as a negative predictor.</p><p>Identification of avatar was found as a significant mediator for all key determinants (except</p><p>depression) and IGDs symptoms. Theoretically, the examination of mediating effect</p><p>extended the application of UGT by illustrating clearer interplay between the determinants</p><p>and IGD. The significant mediation reflected its suitability of UGT in the study context.</p><p>Practical implications were suggested in providing prevention and intervention programs</p><p>to at-risk youth (e.g., experience mental issues). Shaping youth's positive characteristics</p><p>should always be placed as the top priority given that youth are the impetus who bring</p><p>revolutionary changes and improvement in a nation.</p> 2021 thesis https://ir.upsi.edu.my/detailsg.php?det=7518 https://ir.upsi.edu.my/detailsg.php?det=7518 text eng closedAccess Doctoral Universiti Pendidikan Sultan Idris Fakulti Pembangunan Manusia <p>Abdul Aziz, M., Wan Ismail, W. S., Bahar, N., Mahadevan, R., & Azhar Shah, S.</p><p>(2018). Internet addiction among secondary school students in Klang Valley,</p><p>Malaysia: What is the association with depressive symptoms, anxiety</p><p>symptoms and self-esteem? IMJM, 17(2), 17-26.</p><p>https://doi.org/10.31436/imjm.v17i2.267</p><p></p><p>Abdul Latif, R., Abdul Aziz, N., & Abdul Jalil, M. T. (2017). Impact of online games</p><p>among undergraduate students. Proceedings of the 6th International</p><p>Conference on Computing & Informatics, 523-532. School of Computing.</p><p></p><p>Achab, S., Nicolier, M., Mauny, F., Monnin, J., Trojak, B., Vandel, P., Sechter, D.,</p><p>Gorwood, P., & Haffen, E. (2011). Massively multiplayer online role-playing</p><p>games: comparing characteristics of addict vs non-addict online recruited</p><p>gamers in a French adult population. BMC psychiatry, 11(1), 1-12.</p><p>https://doi.org/10.1186/1471-244X-11-144</p><p></p><p>Agler, R., & de Boeck, P. (2017). On the interpretation and use of mediation: Multiple</p><p>perspectives on mediation analysis. Frontiers in Psychology, 8, 1-11.</p><p>https://doi.org/10.3389/fpsyg.2017.01984</p><p></p><p>Ainin, S., Jaafar, N. S., Ashraf, M., & Parveen, F. (2016). Exploring the role of</p><p>demographics and psychological variables in Internet addiction. Social</p><p>Science Computer Review, 35(6), 770-780.</p><p>https://doi.org/10.1177/0894439316667396</p><p></p><p>Allison, P. D. (2001). Missing data. SAGE Publications Ltd.</p><p>American Psychiatric Association (2013). Diagnostic and statistical manual of mental</p><p>disorders (5th ed.). https://doi.org/10.1176/appi.books.9780890425596</p><p></p><p>Anastasi, A. (1988). Psychological testing. Macmillan.</p><p></p><p>Anderson, J. L., & Sellborm, M. (2015). Construct validity of the DSM-5 section III</p><p>personality trait profile for borderline personality disorder. Journal of</p><p>Personality Assessment, 97, 478-486.</p><p>https://doi.org/10.1080/00223891.2015.1051226</p><p></p><p>Arnett, J. (1992). Reckless behavior in adolescence: A developmental</p><p>perspective. Developmental Review, 12, 339373.</p><p>https://doi.org/10.1016/0273-2297(92)90013-R</p><p></p><p>Arnett, J. J. (2000). Emerging adulthood: A theory of development from the late teens</p><p>through the twenties. American Psychologist, 55(5), 469480.</p><p>https://doi.org/10.1037/0003-066X.55.5.469</p><p></p><p>Arnett, J. J. (2005). The developmental context of substance use in emerging</p><p>adulthood. Journal of Drug Issues, 35, 235254.</p><p>https://doi.org/10.1177/002204260503500202</p><p></p><p>Arnett, J. J., ukauskien, R., & Sugimura, K. (2014). The new life stage of emerging</p><p>adulthood at ages 1829 years: Implications for mental health. The Lancet</p><p>Psychiatry, 1(7), 569576. https://doi.org/10.1016/s2215-0366(14)00080-7</p><p></p><p>Arshad, A. A., Zakaria, M. H., Che Othman, M. F., & Mazlan, A. F. (2013). The</p><p>causes of online game addiction. (Master Dissertation).</p><p>https://www.academia.edu/6034804/THE_CAUSES_OF_ONLINE_GAMES_</p><p>ADDICTION</p><p></p><p>Atkinson, R., & Flint, J. (2001). Accessing hidden and hard-to-reach populations:</p><p>Snowball research strategies. Social research update, 33(1), 1-4.</p><p></p><p>Aziz, N., Nordin, M. J., Abdulkadir, S. J., & Salih, M. M. M. (2021). Digital</p><p>addiction: Systematic review of computer game addiction impact on</p><p>adolescent physical health. Electronics, 10(9), 1-18.</p><p>https://doi.org/10.3390/electronics10090996</p><p></p><p>Babbie, E. (2005). The basics of social research (3rd ed.). Thomson Wadsworth.</p><p></p><p>Badrinarayanan, V. A., Sierra, J. J., & Taute, H. A. (2014). Determinants and</p><p>outcomes of online brand tribalism: Exploring communities of massively</p><p>multiplayer online role playing games (MMORPGs). Psychology &</p><p>Marketing, 31(10), 853-870. https://doi.org/10.1002/mar.20739</p><p></p><p>Bagozzi, R. P., Yi, Y., & Philipps, L. W. (1991). Assessing construct validity in</p><p>organizational research. Administrative Science Quarterly, 36, 421-458.</p><p>https://doi.org/10.2307/2393203</p><p></p><p>Ballabio, M., Griffiths, M. D., Urbn, R., Quartiroli, A., Demetrovics, Z., & Kirly,</p><p>O. (2017). Do gaming motives mediate between psychiatric symptoms and</p><p>problematic gaming? An empirical survey study. Addiction Research &</p><p>Theory, 25(5), 397408. https://doi.org/10.1080/16066359.2017.1305360</p><p></p><p>Bandura, A. (1986). Social foundations of thought and action: A social cognitive</p><p>theory. Prentice-Hall.</p><p></p><p>Bnyai, F., Zsila, ., Griffiths, M. D., Demetrovics, Z., & Kirly, O. (2020). Career as</p><p>a professional gamer: Gaming motives as predictors of career plans to become</p><p>a professional esport player. Frontiers in Psychology, 11.</p><p>https://doi.org/10.3389/fpsyg.2020.01866</p><p></p><p>Baran, S. J., & Davis, D. R. (2006). Mass Communication Theory: Foundations,</p><p>ferment and future (4th ed.). Thomson Wadsworth.</p><p></p><p>Barnett, J., & Coulson, M. (2010). Virtually real: A psychological perspective on</p><p>massively multiplayer online games. Review of General Psychology, 14(2),</p><p>167-179. https://doi.org/10.1037/a0019442</p><p></p><p>Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal</p><p>of MUD Research. https://mud.co.uk/richard/hcds.htm</p><p></p><p>Baselmans, B. M. L., Willems, Y. E., van Beijsterveldt, C. E. M., Ligthart, L.,</p><p>Willemsen, G., Dolan, C. V., Boomsma, D. I., & Bartels, M. (2018).</p><p>Unraveling the genetic and environmental relationship between well-being and</p><p>depressive symptoms throughout the lifespan. Frontiers in Psychiatry, 9(261),</p><p>1-12. https://doi.org/10.3389/fpsyt.2018.00261</p><p></p><p>Bateman, C. (2021). Game writing: Narrative skills for videogames (2nd ed.).</p><p>Bloomsbury Publishing Inc.</p><p></p><p>Batthyany, D., Muller, K. W., Benker, F., & Wolfling, K. (2009). Computer game</p><p>playing: Clinical characteristics of dependence and abuse among</p><p>adolescents. Wiener Klinische Wochenschrift, 121(15), 502-509.</p><p>https://doi.org/10.1007/s00508-009-1198-3</p><p></p><p>Baumeister, R. F. (1991). Escaping the self: Alcoholism, spirituality, masochism, and</p><p>other flights from the burden of selfhood. Harper Collins.</p><p></p><p>Baumeister, R. F., & Leary, M. R. (1995). The need to belong: Desire for</p><p>interpersonal attachments as a fundamental human motivation. Psychological</p><p>Bulletin, 117(3), 497529. https://doi.org/10.1037/0033-2909.117.3.497</p><p></p><p>Beard, C. L., & Wickham, R. E. (2016). Gaming-contingent self-worth, gaming</p><p>motivation, and Internet gaming disorder. Computers in Human Behavior, 61,</p><p>507515. https://doi.org/10.1016/j.chb.2016.03.046</p><p></p><p>Beck, A. T. (1987). Cognitive models of depression. Journal of Cognitive</p><p>Psychotherapy, 1(1), 5-37.</p><p></p><p>Bennett, D. A. (2001). How can I deal with missing data in my study? Australian and</p><p>New Zealand Journal of Public Health, 25(5), 464 469.</p><p>https://doi.org/10.1111/j.1467-842X.2001.tb00294.x</p><p></p><p>Bente, G., Ruggenberg, S., Kramer, N. C., & Eschenburg, F. (2008). Avatarmediated</p><p>networking: Increasing social presence and interpersonal trust in</p><p>net-based collaborations. Human Communication Research, 34(2), 287-318.</p><p>https://doi.org/10.1111/j.1468-2958.2008.00322.x</p><p></p><p>Bentler, P. M., & Chou, C. P. (1987). Practical issues in structural modeling.</p><p>Sociological Methods & Research, 16(1), 78-117.</p><p>https://doi.org/10.1177/0049124187016001004</p><p></p><p>Berry, W. D. (1993). Understanding regression assumptions. SAGE Publications Ltd.</p><p></p><p>Bessire, K., Seay, A. F., & Kiesler, S. (2007). The ideal self: Identity exploration in</p><p>World of Warcraft. Cyberpsychology & Behavior, 10(4), 530535.</p><p>https://doi.org/10.1089/cpb.2007.9994</p><p></p><p>Billieux, J., Van der Linder, M., Achab, S., Khazaal, Y., Paraskevopoulous, L.,</p><p>Zullino, D., & Thorens, G. (2013). Why do you play World of Warcraft? An</p><p>in-depth exploration of self-reported motivations to play online and in-game</p><p>behaviours in the virtual world of Azeroth. Computers in Human Behavior,</p><p>29, 103-109. https://doi.org/10.1016/j.chb.2012.07.021</p><p></p><p>Biocca, F. (2006). The cyborg's dilemma: Embodiment in virtual environments.</p><p>Journal of Computer-Mediated Communication, 3(2), 1-29.</p><p>https://doi.org/10.1111/j.1083-6101.1997.tb00070.x</p><p></p><p>Blasi, M. D., Giardina, A., Giordano, C., Coco, G. L., Tosto, C., Billieux, J., &</p><p>Schimmenti, A. (2019). Problematic video game use as an emotional coping</p><p>strategy: Evidence from a sample of MMORPG gamers. Journal of behavioral</p><p>addictions, 8(1), 25-34. https://doi.org/10.1556/2006.8.2019.02</p><p></p><p>Blinka, L., & Mikuka, J. (2014). The role of social motivation and sociability of</p><p>gamers in online game addiction. Cyberpsychology: Journal of Psychosocial</p><p>Research on Cyberspace, 8(2). https://doi.org/10.5817/CP2014-2-6</p><p></p><p>Bolderston, A. (2012). Conducting a research interview. Journal of Medical Imaging</p><p>and Radiation Sciences, 43(1), 66-76.</p><p>https://doi.org/10.1016/j.jmir.2011.12.002</p><p></p><p>Bonnaire, C., & Baptista, D. (2019). Internet gaming disorder in male and female</p><p>young adults: The role of alexithymia, depression, anxiety and gaming type.</p><p>Psychiatry Research, 272, 521530.</p><p>https://doi.org/10.1016/j.psychres.2018.12.158</p><p></p><p>Borges, G., Orozco, R., Benjet, C., Martnez Martnez, K. I., Contreras, E. V.,</p><p>Jimnez Prez, A. L., Pelez Cedrs, A. J., Hernndez Uribe, P. C., Daz</p><p>Couder, M. A. C., Gutierrez-Garcia, R. A., Quevedo Chavez, G. E., Albor, Y.,</p><p>Mendez, E., Medina-Mora, M. E., Mortier, P., & Rumpf, H. J. (2019). DSM-5</p><p>internet gaming disorder among a sample of Mexican first-year college students.</p><p>Journal of Behavioral Addictions, 8(4), 714724.</p><p>https://doi.org/10.1556/2006.8.2019.62</p><p></p><p>Bowditch, L., Chapman, J., & Naweed, A. (2018). Do coping strategies moderate the</p><p>relationship between escapism and negative gaming outcomes in World of</p><p>Warcraft (MMORPG) players? Computers in Human Behavior, 86, 6976.</p><p>https://doi.org/10.1016/j.chb.2018.04.030</p><p></p><p>Bowman, N. D., Downs, E. P., & Banks, J. (2020). Response to Conceptualizing</p><p>identification: A comment on Downs, Bowman, and Banks (2017).</p><p>Psychology of Popular Media, 9(2), 283286.</p><p>https://doi.org/10.1037/ppm0000238</p><p></p><p>Bowman, N. D., Schultheiss, D., & Schumann, C. (2012). Im attached, and im a</p><p>good guy/gal!: How character attachment influences pro- and anti-social</p><p>motivations to play massively multiplayer online role-playing games.</p><p>Cyberpsychology Behavior and Social Networking, 15(3), 169-174.</p><p>https://doi.org/10.1089/cyber.2011.0311</p><p></p><p>Brunskill, D. (2013). Social media, social avatars and the psyche: is Facebook good</p><p>for us? Australasian Psychiatry, 21(6), 527532.</p><p>https://doi.org/10.1177/1039856213509289</p><p></p><p>Bryant, J., & Miron, D. (2004). Theory and research in mass communication. Journal</p><p>of Communication, 54(4), 662-704. https://doi.org/10.1111/j.1460-</p><p>2466.2004.tb02650.x</p><p></p><p>Bulduklu, Y. (2017). Mobile games on the basis of uses and gratifications approach:</p><p>A comparison of the mobile game habits of university and high school</p><p>students. Convergence: The International Journal of Research into New</p><p>Media Technologies, 25(5-6), 901917.</p><p>https://doi.org/10.1177/1354856517748159</p><p></p><p>Burleigh, T. L., Stavropoulos, V., Liew, L. W., Adams, B. L., & Griffiths, M. D.</p><p>(2017). Depression, internet gaming disorder, and the moderating effect of the</p><p>gamer- avatar relationship: An exploratory longitudinal study. International</p><p>Journal of Mental Health and Addiction, 1-23.</p><p>https://doi.org/10.1007/s11469017-9806-3</p><p></p><p>Cain, M. K., Zhang, Z., & Yuan, K. H. (2017). Univariate and multivariate skewness</p><p>and kurtosis for measuring nonnormality: Prevalence, influence and</p><p>estimation. Behavior Research Methods, 49, 17161735.</p><p>https://doi.org/10.3758/s13428-016-0814-1</p><p></p><p>Campos, M. C. T. de, Marziale, M. H. P., & Santos, J. L. F. (2013). Cross-cultural</p><p>adaptation and validation of the World Health Organization Health and Work</p><p>Performance Questionnaire to Brazillian nurses. Revista Da Escola de</p><p>Enfermagem Da USP, 47(6), 13381344. https://doi.org/10.1590/s0080-</p><p>623420130000600013</p><p></p><p>Caplan, S. E. (2007). Relations among loneliness, social anxiety, and problematic</p><p>internet use. CyberPsychology & Behavior, 10(2), 234242.</p><p>https://doi.org/10.1089/cpb.2006.9963</p><p></p><p>Caplan, S., Williams, D., & Yee, N. (2009). Problematic internet use and</p><p>psychosocial wellbeing among MMO players. Computers in Human Behavior,</p><p>25(6), 1312-1319. https://doi.org/10.1016/j.chb.2009.06.006</p><p></p><p>Carlisle, K. L. (2017). Personality, motivation, and Internet gaming disorder:</p><p>Understanding the addiction (Doctoral dissertation).</p><p>https://digitalcommons.odu.edu/cgi/viewcontent.cgi?article=1008&context=ch</p><p>s_etds</p><p></p><p>Carter, M., Gibbs, M., & Arnold, M. (2012). Avatars, characters, players and users:</p><p>Multiple identities at/in play. Proceedings of the 24th Australian Computer-</p><p>Human Interaction Conference, 6871.</p><p>https://doi.org/10.1145/2414536.2414547</p><p></p><p>Caruana, E. J., Roman, M., Hernndez-Snchez, J., & Solli, P. (2015). Longitudinal</p><p>studies. Journal of Thoracic Disease, 7(11), E537-E540.</p><p>https://doi.org/10.3978/j.issn.2072-1439.2015.10.63</p><p></p><p>Castaldelli-Maia, J. M., Martins, S. S., Bhugra, D., Machado, M. P., Andrade, A. G.</p><p>D., Alexandrino-Silva, C., Baldassin, S., & Toledo Ferraz Alves, T. C.</p><p>(2012). Does ragging play a role in medical student depressioncause or</p><p>effect? Journal of Affective Disorders, 139(3), 291297.</p><p>https://doi.org/10.1016/j.jad.2012.02.003</p><p></p><p>Chang, I. C., Liu, C. C., & Chen, K. (2014). The effects of hedonic/utilitarian</p><p>expectations and social influence on continuance intention to play online</p><p>games. Internet Research, 24(1), 21-45. https://doi.org/10.1108/IntR-02-2012-</p><p>0025</p><p></p><p>Chang, S. J., VanWitteloostuijn, A., & Eden, L. (2010). From the editors: Common</p><p>method variance in international business research. Journal of International</p><p>Business Studies, 41(2), 178184. https://doi.org/10.1057/jibs.2009.88</p><p></p><p>Chang, S. M., Hsieh, G. M. Y., & Lin, S. S. J. (2018). The mediation effects of</p><p>gaming motives between game involvement and problematic internet use:</p><p>Escapism, advancement and socializing. Computers & Education, 122, 4353.</p><p>https://doi.org/10.1016/j.compedu.2018.03.007</p><p></p><p>Charlton, J. P., & Danforth, I. D.W. (2004). Differentiating computer related</p><p>addictions and high engagement. In J. Morgan, C.A. Brebbia, J. Sanchez, & A.</p><p>Voiskounsky (Eds.), Human perspectives in the internet society: Culture,</p><p>psychology, gender (pp. 59-68). WIT Press.</p><p></p><p>Chin, W. W. (2000). Partial least squares for researchers: An overview and</p><p>representation of recent advances using the PLS approach. http://discnt.</p><p>cba.uh.edu/chin/icis2000plstalk.pdf</p><p></p><p>Chin, W. W. (1998b). The partial least squares approach for structural equation</p><p>modeling. In G. A. Macoulides (Ed), Modern methods for business research</p><p>(pp. 295-336). Lawrence Erlbaum Associates.</p><p></p><p>Chin, W. W. (1998a). Commentary: Issues and opinion on structural equation</p><p>modeling. MIS Quaterly, 22(1), vii-xvi. https://www.jstor.org/stable/249674</p><p></p><p>Chin, W. W. (2010). How to write up and report PLS analyses. In V. Esposito Vinzi,</p><p>W. W. Chin, J. Henseler, & H. Wang (Eds.), Handbook of partial least</p><p>squares: Concepts, methods and applications (pp. 655690). Springer.</p><p></p><p>Ching, S. M., Hamidin, A., Vasudevan, R., Sazlyna, M. S., Wan Aliaa, W. S., Foo, Y.</p><p>L., Yee, A., & Hoo, F. K. (2017). Prevalence and factors associated with</p><p>internet addiction among medical students - A cross-sectional study in</p><p>Malaysia. The Medical journal of Malaysia, 72(1), 711.</p><p></p><p>Chow, N. (2018, February 9). eSports in Malaysian schools is really (probably)</p><p>becoming a real thing. Rojak Daily.</p><p>https://rojakdaily.com/news/article/4421/esports-in-malaysian-schools-isreally-</p><p>probably-becoming-a-real-thing</p><p></p><p>Christy, K. R., & Fox, J. (2016). Transportability and presence as predictors of</p><p>avatar identification within narrative video games. Cyberpsychology,</p><p>Behavior, and Social Networking, 19(4), 283287.</p><p>https://doi.org/10.1089/cyber.2015.0474</p><p></p><p>Chuang, Y. C. (2006). Massively multiplayer online role-playing game-induced</p><p>seizures: A neglected health problem in internet addiction. Cyberpsychology &</p><p>Behavior, 9(4), 451-456. https://doi.org/10.1089/cpb.2006.9.451</p><p></p><p>Clark, D. M., & Wells, A. (1995). Social phobia: A cognitive model of social phobia.</p><p>The Guilford Press.</p><p></p><p>Clary, E. G., Snyder, M., Didge, R., Copeland, J., Stukas, A. A., Haugen, J., & Miene,</p><p>P. (1998). Understanding and assessing the motivations of volunteers: A</p><p>functional approach. Journal of Personality and Social Psychology, 74(6),</p><p>1516-1530. https://doi.org/10.1037/0022-3514.74.6.1516</p><p></p><p>Cohen, J. (1988). Statistical power analysis for the behavioral sciences (2nd ed.).</p><p>Academic.</p><p></p><p>Cohen, J. (2001). Defining identification: A theoretical look at the identification of</p><p>audiences with media characters. Mass Communication & Society, 4, 245</p><p>264. https://doi.org/10.1207/S15327825MCS0403_01</p><p></p><p>Cole, H., & Griffiths, M. D. (2007). Social interactions in massively multiplayer</p><p>online role-playing gamers. CyberPsychology and Behavior, 10(4), 575583.</p><p>https://doi.org/10.1089/cpb.2007.9988</p><p></p><p>Comrey, A. L., & Lee, H. B. (2013). A first course in factor analysis. Psychology</p><p>Press.</p><p></p><p>Coulson, M., Oskis, A., & Gould, R. L. (2017). Avoidance of the real and anxiety</p><p>about the unreal: Attachment style and video-gaming. Contemporary Issues in</p><p>Early Childhood, 18(2), 240249. https://doi.org/10.1177/1463949117714085</p><p></p><p>Cross, N. A. (2016). The relationship of online gaming addiction with motivations to</p><p>play and craving (Doctoral dissertation).</p><p>https://etd.ohiolink.edu/!etd.send_file?accession=bgsu1435084396&dispositio</p><p>n=inline</p><p></p><p>Cruwys, T., Haslam, S. A., Dingle, G. A., Haslam, C., & Jetten, J. (2014). Depression</p><p>and Social Identity. Personality and Social Psychology Review, 18(3), 215</p><p>238. https://doi.org/10.1177/1088868314523839</p><p></p><p>Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. Harper</p><p>and Row.</p><p></p><p>Daniel, J. (2012). Sampling essentials: Practical guidelines for making sampling</p><p>choices. SAGE Publications Ltd.</p><p></p><p>Daskalakis, S., & Mantas, J. (2008). Evaluating the impact of a service-oriented</p><p>framework for healthcare interoperability. Studies in Health Technology and</p><p>Informatics, 136, 285-290.</p><p></p><p>David Garson, G. (2016). Partial Least Squares: Regression, structural equation</p><p>models. Statistical Publishing Associates.</p><p></p><p>Davis, R. A. (2001). A cognitive-behavioral model of pathological internet use.</p><p>Computers in Human Behavior, 17(1), https://doi.org/187-</p><p>195,10.1016/s0747-5632(00)00041-8</p><p></p><p>Davis, R. N., & Nolen-Hoeksema, S. (2000). Cognitive inflexibility among</p><p>ruminators and nonruminators. Cognitive Therapy and Research, 24(6), 699-</p><p>711. https://doi.org/10.1002/da.20915</p><p></p><p>Demetrovics, Z., Urbn, R., Nagygyrgy, K., Farkas, J., Zilahy, D., Merv, B.,</p><p>Reindl, A., goston, C., Kertsz, A., & Harmath, E. (2011). Why do you</p><p>play? The development of the motives for online gaming questionnaire</p><p>(MOGQ). Behavior Research Methods, 43, 814825.</p><p>https://doi.org/10.3758/s13428-011-0091-y</p><p></p><p>Dhir, A., Chen, S., & Nieminen, M. (2015). The effects of demographics, technology</p><p>accessibility, and unwillingness to communicate in predicting internet</p><p>gratifications and heavy Internet Use Among Adolescents. Social Science</p><p>Computer Review, 34(3), 278297.</p><p>https://doi.org/10.1177/0894439315582854</p><p></p><p>Diamantopoulos, A., & Winklhofer, H. M. (2001). Index construction with formative</p><p>indicators: An alternative to scale development. Journal of marketing</p><p>research, 38(2), 269-277. https://doi.org/10.1509/jmkr.38.2.269.18845</p><p></p><p>Dimmick, J., Kline, S., & Stafford, L. (2000). The gratification niches of personal</p><p>email and the telephone: Competition, displacement, and complementarity.</p><p>Communication Research, 27(2), 227248.</p><p>https://doi.org/10.1177/009365000027002005</p><p></p><p>Dolce, P., Esposito Vinzi, V. and Lauro, C. (2017), Predictive path modeling through</p><p>PLS and other component-based approaches: Methodological issues and</p><p>performance evaluation, in H. Latan, & R. Noonan,. (Eds), Partial Least</p><p>Squares Path Modeling: Basic Concepts, Methodological Issues and</p><p>Applications, (pp. 153-172). Springer International Publishing, Cham.</p><p></p><p>Dong, D. L., Liau, A. K., & Khoo, A. (2013). Player-avatar identification in video</p><p>gaming: Concept and measurement. Computers in Human Behavior, 29(1),</p><p>257-263. https://doi.org/10.1016/j.chb.2012.09.002</p><p></p><p>Dong, G., Lu, Q., Zhou, H., & Zhao, X. (2011). Precursor or sequela: Pathological</p><p>disorders in people with Internet addiction disorder. PloS One, 6(2).</p><p>https://doi.org/10.1371/journal.pone.0014703.</p><p></p><p>Ducheneaut, N., Wen, M. H., Yee, N., & Wadley, G. (2009). Body and mind: A study</p><p>of avatar personalization in three virtual worlds. In Proceedings of the SIGCHI</p><p>Conference on Human Factors in Computing Systems (pp. 1151-1160).</p><p>https://doi.org/10.1.1.419.2916</p><p></p><p>Duncan, D. F., White, J. B., & Nicholson, T. (2003). Using internet-based surveys to</p><p>reach hidden populations: Case of nonabusive illicit drug users. American</p><p>Journal of Health Behavior, 27(3), 208218.</p><p>https://doi.org/10.5993/ajhb.27.3.2</p><p></p><p>Dunn, R. A., & Guadagno, R. E. (2012). My avatar and me Gender and</p><p>personality predictors of avatar-self discrepancy. Computers in Human</p><p>Behavior, 28, 97-106. https://doi.org/10.1016/j.chb.2011.08.015</p><p></p><p>Eh Wen., N. D. (2015). Positive psychological resources, management</p><p>responsiveness, and psychological contract violation: A mediating effect of</p><p>psychological contract breach (Doctoral dissertation).</p><p>http://etd.uum.edu.my/5753/2/s93334_02.pdf</p><p></p><p>Eighmey, J., & McCord, L. (1998). Adding value in the information age: Uses and</p><p>gratifications of sites on the World Wide Web. Journal of Business Research,</p><p>41(3), 187194. https://doi.org/10.1016/S0148-2963(97)00061-1</p><p></p><p>Erwin, B. A., Turk, C. L., Heimberg, R. G., Fresco, D. M., & Hantula, D. A.</p><p>(2004). The Internet: Home to a severe population of individuals with social</p><p>anxiety disorder. Journal of Anxiety Disorders, 18(5), 629646.</p><p>https://doi.org/10.1016/j.janxdis.2003.08.002</p><p></p><p>Etikan, I., Abubakar Musa, S., Alkassim, R. S. (2016). Comparison of convenience</p><p>sampling and purposive sampling. American Journal of Theoretical and</p><p>Applied Statistics, 5(1), 1-4. https://doi.org/10.11648//j.ajtas.20160501.11</p><p></p><p>Faiola, A., Newlon, C., Pfaff, M., & Smyslova, O. (2013). Correlating the effects of</p><p>flow and telepresence in virtual worlds: Enhancing our understanding of</p><p>user behavior in game-based learning. Computers in Human Behavior,</p><p>29(3), 1113-1121. https://doi.org/10.1016/j.chb.2012.10.003</p><p></p><p>Fam, J. Y. (2018). Prevalence of internet gaming disorder in adolescents: A metaanalysis</p><p>across three decades. Scandinavian Journal of Psychology, 59(5),</p><p>524531. https://doi.org/10.1111/sjop.12459</p><p></p><p>Fang, S. C., Yu, T. K., Yu, T. Y., & Chang, I. C. (2016). Psychological distance</p><p>and pro-environmental behavior: An application of behavior model to</p><p>emerging contaminants in higher education. Journal of Baltic Science</p><p>Education, 15(6), 759-775.</p><p></p><p>Ferguson, D. A., & Perse, E. M. (2000). The World Wide Web as a functional</p><p>alternative to television. Journal of Broadcasting and Electronic Media, 44(2),</p><p>155-174. https://doi.org/10.1207/s15506878jobem4402_1</p><p></p><p>Ferrari, S. (2013). From generative to conventional play: MOBA and league of</p><p>legends. DiGRA '13 - Proceedings of the 2013 DiGRA International</p><p>Conference: DeFragging Game Studies. http://www.digra.org/digitallibrary/</p><p>publications/from-generative-to-conventional-play-moba-and-leagueof-</p><p>legends/</p><p></p><p>Festl, R., Scharkow, M., & Quandt, T. (2013). Problematic computer game use among</p><p>adolescents, younger and older adults. Addiction, 108(3), 592-599.</p><p>https://doi.org/10.1111/add.12016</p><p></p><p>Field, A. (2017). Discovering statistics using IBM SPSS statistics (5th ed.). SAGE</p><p>Publications Ltd.</p><p></p><p>Freud, S. (1962). The ego and the id. The Hogarth Press and the Institute of Psycho-</p><p>Analysis.</p><p></p><p>Freud, S., (1938). Three contributions to the theory of sex. In A. A. Brill (Ed.), The</p><p>basic writings of Sigmund Freud (pp. 553632). Modern Library.</p><p></p><p>Fricker, R. D. (2017). Sampling methods for online surveys. The SAGR handbook of</p><p>online research methods, 162183.</p><p>https://doi.org/10.4135/9781473957992.n10</p><p></p><p>Fuster, H., Carbonell, X., Pontes, H. M., & Griffiths, M. D. (2016). Spanish validation</p><p>of the Internet Gaming Disorder-20 (IGD-20) Test. Computers in Human</p><p>Behavior, 56, 215-224. https://doi.org/10.1016/j.chb.2015.11.050</p><p></p><p>Gabbiadini, A., Mari, S., Volpato, C., & Monaci, M. G. (2014). Identification</p><p>processes in online groups: Identity motives in the virtual realm of</p><p>MMORPGs. Journal of Media Psychology: Theories, Methods, and</p><p>Applications, 26(3), 141152. https://doi.org/10.1027/1864-1105/a000119</p><p></p><p>Galambos, N. L., Barker, E. T., & Krahn, H. J. (2006). Depression, self-esteem, and</p><p>anger in emerging adulthood: Seven-year trajectories. Developmental</p><p>Psychology, 42, 350-365. https://doi.org/0.1037/0012-1649.42.2.350</p><p></p><p>Ganesh, S., van Schie, H. T., de Lange, F. P., Thompson, E., & Wigboldus, D. H. J.</p><p>(2012). How the human brain goes virtual: Distinct cortical regions of the</p><p>person-processing network are involved in self-identification with virtual</p><p>agents. Cerebral Cortex, 22(7), 15771585.</p><p>https://doi.org/10.1093/cercor/bhr227</p><p></p><p>Gentile, D. (2009). Pathological video-game use among youth ages 8 to 18: A</p><p>national study. Psychological Science, 20(5), 594-602.</p><p>https://doi.org/10.1111/j.1467-9280.2009.02340.x</p><p></p><p>Godman, M. (2013). Why we do things together: The social motivation for joint</p><p>action. Philosophical Psychology, 26(4), 588-603.</p><p>https://doi.org/10.1080/09515089.2012.670905</p><p></p><p>Goh, C., Jones, C., & Copello, A. (2019). A further test of the impact of online</p><p>gaming on psychological wellbeing and the role of play motivations and</p><p>problematic use. Psychiatric Quarterly, 90(4), 747760.</p><p>https://doi.org/10.1007/s11126-019-09656-x</p><p></p><p>Gonnerman, M. E., Parker, C. P., Lavine, H., & Huff, J. (2000). The Relationship</p><p>between self-discrepancies and affective states: The moderating roles of</p><p>self-monitoring and standpoints on the self. Personality and Social</p><p>Psychology Bulletin, 26(7), 810819.</p><p>https://doi.org/10.1177/0146167200269006</p><p></p><p>Goodwin, C. J. (2005). Research in psychology: Methods and design (4th ed.). John</p><p>Wiley & Sons, Inc.</p><p></p><p>Graham, J. W., Cumsille, P. E., & Elek-Fisk, E. (2003). Methods for handling missing</p><p>data. In J. A. Schinka & W. F. Velicer (Eds.), Research Methods in</p><p>Psychology: Vol. 2. Handbook of psychology (pp. 87114) Wiley.</p><p></p><p>Graham, L. T., & Gosling, S. D. (2013). Personality profiles associated with different</p><p>motivations for playing World of Warcraft. Cyberpsychology, Behavior, and</p><p>Social Networking, 16(3), 189-193. https://doi.org/10.1089/cyber.2012.0090</p><p></p><p>Grant, J. E., Potenza, M. N., Weinstein, A., & Gorelick, D. A. (2010). Introduction to</p><p>behavioural addictions. The American Journal of Drug and Alcohol Abuse, 36,</p><p>233-241. https://doi.org/10.3109/00952990.2010.491884</p><p></p><p>Green, R., Delfabbro, P. H., & King, D. L. (2020). Avatar- and self-related processes</p><p>and problematic gaming: A systematic review. Addictive Behaviors, 108,</p><p>106461. https://doi.org/10.1016/j.addbeh.2020.106461</p><p></p><p>Griffiths, M. (2005). A components model of addiction within a biopsychosocial</p><p>framework. Journal of Substance Use, 10(4), 191197.</p><p>https://doi.org/10.1080/14659890500114359.</p><p></p><p>Griffiths, M. D. (2010). Computer gaming playing and social skills: A pilot study.</p><p>Aloma, 27(1), 301-310.</p><p></p><p>Griffiths, M. D., Davies, M. N. O., & Chappell, D. (2004). Demographic factors and</p><p>playing variables in online computer gaming. Cyberpsychology & Behavior,</p><p>7(4), 479-487. https://doi.org/10.1089/cpb.2004.7.479</p><p></p><p>Griffiths, M. D., King, D., & Demetrovics, Z. (2014). DSM-5 internet gaming</p><p>disorder needs a unified approach to assessment. Neuropsychiatry 4(1), 14.</p><p>https://doi.org/10.2217/npy.13.82</p><p></p><p>Griffiths, M. D., Kuss, D. J., & Daniel, K. (2012). Video game addiction: Past,</p><p>present and future. Current Psychiatry Reviews, 8(4), 308-318.</p><p>https://doi.org/10.2174/157340012803520414.</p><p></p><p>Griffiths, M., van Rooij, A. J., Kardefelt-Winther, D., Starcevic, V., Kirly, O.,</p><p>Pallesen, S., Mller, K., Dreier, M., Carras, M., Prause, N., King, D. L.,</p><p>Aboujaoude, E., Kuss, D. J., Pontes, H. M., Fernandez, O. L., Nagygyorgy, K.,</p><p>Achab, S., Billieux, J., Quandt, T., Hoff, R. H. (2016). Working towards an</p><p>international consensus on criteria for assessing Internet gaming disorder: A</p><p>critical commentary on Petry et al (2014). Addiction, 111, 167-175.</p><p>https://doi.org/10.1111/add.13057</p><p></p><p>Grinberg, A. M., Careaga, J. S., Mehl, M. R., & OConnor, M. F. (2014). Social</p><p>engagement and user immersion in a socially based virtual world. Computers</p><p>in Human Behavior, 36, 479486. https://doi.org/10.1016/j.chb.2014.04.008</p><p></p><p>Grodal, T. (2000). Video games and the pleasures of control. In D. Zillmann & P.</p><p>Vorderer (Eds.), Media entertainment (pp. 197213). Erlbaum</p><p></p><p>Gudmundsdottir, G. B., Brock-Utne, B. (2010). An exploration of the importance of</p><p>piloting and access as action research. Educational Action Research, 18, 359</p><p>372. https://doi.org/10.1080/09650792.2010.499815</p><p></p><p>Ha, J. H., Yoo, H. J., Cho, I. H., Chin, B., Shin, D., & Kim, J. H. (2006). Psychiatric</p><p>comorbidity assessed in Korean children and adolescents who screen positive</p><p>for Internet addiction. Journal of Clinical Psychiatry, 67, 821826.</p><p>https://doi.org/10.4088/jcp.v67n0517</p><p></p><p>Hahn, E. D., & Ang, S. H. (2017). From the editors: New directions in the reporting</p><p>of statistical results in the Journal of World Business. Journal of World</p><p>Business, 52(2), 125-126. https://doi.org/10.1016/j.jwb.2016.12.003</p><p></p><p>Haider, S., Jabeen, S., & Ahmad, J. (2018). Moderated mediation between work life</p><p>balance and employee job performance: The role of psychological wellbeing</p><p>and satisfaction with coworkers. Journal of Work and Organizational</p><p>Psychology, 34(1), 29-37. https://doi.org/10.5093/jwop2018a4</p><p></p><p>Hair, J. F. (2010). Multivariate data analysis: A global perspective. Pearson.</p><p></p><p>Hair, J. F., Babin, B. J., & Krey, N. (2017b). Covariance-based structural equation</p><p>modeling in the journal of advertising: Review and Recommendations. Journal</p><p>of Advertising, 46(1), 163-177.</p><p>https://doi.org/10.1080/00913367.2017.1281777</p><p></p><p>Hair, J. F., Black, W. C., Babin, B. J., Anderson, R. E., & Tatham, R. L. (2010).</p><p>Multivariate data analysis. Pearson Education.</p><p></p><p>Hair, J. F., Black, W. C., Babin, B. J., & Anderson, R. E. (2009). Multivariate data</p><p>analysis (7th ed.). Pearson.</p><p></p><p>Hair, J. F., Black, W. C., Babin, B. J., Anderson, R. E., & Tatham, R. L. (2006).</p><p>Multivariate data analysis (6th ed.). Pearson.</p><p></p><p>Hair, J. F., Hult, G. T. M., Ringle, C. M., & Sarstedt, M. (2017a). A primer on partial</p><p>least squares structural equation modeling (PLS-SEM) (2nd ed.). SAGE</p><p>Publications Ltd.</p><p></p><p>Hair, J. F., Hult, G. T. M., Ringle, C. M., & Sarstedt, M. (2014). A primer on partial</p><p>least squares structural equation modeling (PLS-SEM). SAGE Publications</p><p>Ltd.</p><p></p><p>Hair, J. F., Ringle, C. M., & Sarstedt, M. (2011). PLS-SEM: Indeed a silver bullet.</p><p>The Journal of Marketing Theory and Practice, 19(2), 139-152.</p><p>https://doi.org/10.2753/MTP1069-6679190202</p><p></p><p>Hair, J. F., Risher, J. J., Sarstedt, M., & Ringle, C. M. (2019). "When to use and how</p><p>to report the results of PLS-SEM". European Business Review, 31(1), 2-</p><p>24. https://doi.org/10.1108/EBR-11-2018-0203</p><p></p><p>Hair, J. F. J., Sarstedt, M., Ringle, C. M., & Gudergan, S. P. (2018). Advanced issues</p><p>in partial least squares structural equation modeling. SAGE Publications Ltd.</p><p></p><p>Hardesty, D. M., & Bearden, W. O. (2004). The use of expert judges in scale</p><p>development. Journal of Business Research, 57(2), 98107.</p><p>https://doi.org/10.1016/s0148-2963(01)00295-8</p><p></p><p>Hartmann, T., & Klimmt, C. (2006). Gender and computer games: Exploring females</p><p>dislikes. Journal of Computer-Mediated Communication, 11(4), 910-931.</p><p>https://doi.org/10.1111/j.1083-6101.2006.00301.x</p><p></p><p>Haug, T. T., Hellstrom, K., Blomhoff, S., Humble, M., Madsbu, H. P., & Wold, J.</p><p>E. (2000). The treatment of social phobia in general practice. Is exposure</p><p>therapy feasible? Family Practice, 17(2), 114118.</p><p>https://doi.org/10.1093/fampra/17.2.114</p><p></p><p>Hefner, D., Klimmt, C., & Vorderer, P. (2007). Identification with the player</p><p>character as determinant of video game enjoyment. Lecture Notes in Computer</p><p>Science, 3948. https://doi.org/10.1007/978-3-540-74873-1_6</p><p></p><p>Hellstrom, C., Nilsson, K.W., Leppert, J., & Aslund, C. (2012). Influences of motives</p><p>to play and time spent gaming on the negative consequences of adolescent</p><p>online computer gaming. Computers in Human Behavior, 28(4), 1379-1387.</p><p>https://doi.org/10.1016/j.chb.2012.02.023</p><p></p><p>Henseler, J., Ringle, C. M., & Sarstedt, M. (2012). Using partial least squares path</p><p>modeling in international advertising research: Basic concepts and recent</p><p>issues. In S. Okzaki (Ed), Handbook of partial least squares: Concepts,</p><p>methods and applications in marketing and related fields (pp. 252-276).</p><p>Springer.</p><p></p><p>Henseler, J., Ringle, C. M., & Sarstedt, M. (2015). A new criterion for assessing</p><p>discriminant validity in variance-based structural equation modeling. Journal</p><p>of the Academy of Marketing Science, 43(1), 115135.</p><p>https://doi.org/10.1007/s11747-014-0403-8</p><p></p><p>Henseler, J., Ringle, C. M., & Sinkovics, R. R. (2009). The use of partial least squares</p><p>path modeling in international marketing. New Challenges to International</p><p>Marketing Advances in International Marketing, 20, 277319.</p><p></p><p>Higgins, E. (1987). Self-discrepancy: A theory relating self and affect. Psychological</p><p>Review, 94, 319340. https://doi.org/10.1037/0033-295X.94.3.319</p><p></p><p>Ho, R. C., Zhang, M. W., Tsang, T. Y., Toh, A. H., Pan, F., Lu, Y., Cheng, C., Yip, P.</p><p>S., Lam, L. T., Lai, C. M., Watanabe, H., & Mak, K.-K. (2014). The</p><p>association between internet addiction and psychiatric co-morbidity: Ametaanalysis.</p><p>BMC Psychiatry, 14(1). https://doi.org/10.1186/1471-244x-14-183</p><p></p><p>Ho, S. H., Lin, Y. L., & Lee, R. H. (2015). Exploring the effective help for social</p><p>anxiety: MMORPGs delivering online help. International Journal of</p><p>Marketing Studies, 7(2), 10-18. https://doi.org/10.5539/ijms.v7n2p10</p><p></p><p>Hck, M., & Ringle, C. M. (2006, September). Strategic networks in the software</p><p>industry: An empirical analysis of the value continuum. In IFSAM VIIIth</p><p>World Congress (Vol. 28, p. 2010).</p><p></p><p>Hoffner, C., & Buchanan, M. (2005). Young adults wishful identification with</p><p>television characters: The role of perceived similarity and character attributes.</p><p>Media Psychology, 7(4), 325-351.</p><p>https://doi.org/10.1207/s1532785xmep0704_2</p><p></p><p>Hu, E., Stavropoulos, V., Anderson, A., Scerri, M., & Collard, J. (2019). Internet</p><p>gaming disorder: Feeling the flow of social games. Addictive Behaviors</p><p>Reports, 9, 100140. https://doi.org/10.1016/j.abrep.2018.10.004</p><p></p><p>Hulland, J. (1999). Use of partial least squares (PLS) in strategic management</p><p>research: A review of four recent studies. Strategic Management Journal,</p><p>20, 195-204.</p><p></p><p>Hussain, Z., & Griffiths, M. D. (2009). Excessive use of massively multi-player</p><p>online role-playing games: A pilot study. International Journal of Mental</p><p>Health and Addiction, 7, 563571. https://doi.org/10.1007/s11469-009-9202-8</p><p></p><p>Hussain, Z., & Griffths, M. D. (2014). A qualitative analysis of online gaming: Social</p><p>interaction, community, and game design. International Journal of Cyber</p><p>Behavior, Psychology and Learning (IJCBPL), 4(2), 41-57.</p><p>https://doi.org/10.4018/ijcbpl.2014040104</p><p></p><p>Hussain, Z., Williams, G. A., & Griffiths, M. D. (2015). An exploratory study of the</p><p>association between online gaming addiction and enjoyment motivations for</p><p>playingmassively multiplayer online role-playing games. Computers in</p><p>Human Behavior, 50, 221230. https://doi.org/10.1016/j.chb.2015.03.075</p><p></p><p>In, J. (2017). Introduction of a pilot study. Korean Journal of Anesthesiology, 70(6),</p><p>601-605. https://doi.org/10.4097/kjae.2017.70.6.601</p><p></p><p>Jackson, D. L. (2003). Revisiting sample size and number of parameter estimates:</p><p>Some support for the N: q hypothesis. Structural Equation Modeling, 10(1),</p><p>128-141. https://doi.org/10.1207/S15328007SEM1001_6</p><p></p><p>Jang, Y., & Ryu, S. (2011) Exploring game experiences and game leadership in</p><p>massively multiplayer online role-playing games. British Journal of</p><p>Educational Technology, 42(4), 616-623. https://doi.org/10.1111/j.1467-</p><p>8535.2010.01064.x</p><p></p><p>Jeong, E. J., & Kim, D. H. (2011). Social activities, self-efficacy, game attitudes,</p><p>and game addiction. Cyberpsychology, Behavior, and Social Networking,</p><p>14(4), 213-221. https://doi.org/10.1089/cyber.2009.0289</p><p></p><p>Jin, S. A. A. (2010). I feel more connected to the physically ideal mini me than the</p><p>mirror-image mini me: Theoretical implications of the malleable self for</p><p>speculations on the effects of avatar creation on avatarself connection in</p><p>Wii. Cyberpsychology, Behavior, and Social Networking, 13(5), 567570.</p><p>https://doi.org/10.1089/cyber.2009.0243</p><p></p><p>Johnson, D., Garner, J., & Sweetser, P. (2016). Motivations for videogame play:</p><p>Predictors of time spent playing. Computers in Human Behaviour, 63, 805-</p><p>812. https://doi.org/10.1016/j.chb.2016.06.028</p><p></p><p>Johnson, T. J., & Kaye, B. K. (2015). Reasons to believe: Influence of credibility on</p><p>motivations for using social networks. Computers in Human Behavior, 50,</p><p>544-555. https://doi.org/10.1016/j.chb.2015.04.002</p><p></p><p>Jreskog, K. G., & Srbom, D. (1974). LISREL III. Scientific Software International</p><p>Inc</p><p></p><p>Jreskog, K. G., & Wold, H. ( 1982 ). The ML and PLS techniques for modeling with</p><p>latent variables: Historical and comparative aspects. In H. Wold & K. G.</p><p>Jreskog (Eds.), Systems under indirect observation, Part I (pp. 263 270).</p><p>North-Holland.</p><p></p><p>Kaczmarek, L. D., & Drkowski, D. (2014). MMORPG escapism predicts decreased</p><p>wellbeing: Examination of gaming time, game realism beliefs, and online social</p><p>support for offline problems. Cyberpsychology, Behaviour, and Social</p><p>Networking, 17(5), 298302. https://doi.org/10.1089/cyber.2013.0595</p><p></p><p>Kaess, M., Durkee. T., Brunner, R., Carli, V., Parzer, P., Wasserman, C.,</p><p>Sarchiapone, M., Hoven, C., Apter, A., Balazs, J., Balint, M., Bobes, J.,</p><p>Cohen, R., Cosman, D., Cotter, P., Fischer, G., Flodeus, B., Losue, M.,</p><p>Haring, C., Wasserman, D. (2014). Pathological Internet use among</p><p>European adolescents: psychopathology and self-destructive behaviours.</p><p>Europen Child & Adolescence Psychiatry, 23, 1093102.</p><p>https://doi.org/10.1007/s00787-014-0562-7</p><p></p><p>Kalfoss, M. (2019). Translation and adaption of questionnaires: A nursing challenge.</p><p>SAGE Open Nursing, 5, 1-13. https://doi.org/10.1177/2377960818816810</p><p></p><p>Kaptsis, D., King, D. L., Delfabbro, P. H., & Gradisar, M. (2016). Withdrawal</p><p>symptoms in Internet gaming disorder: A systematic review. Clinical</p><p>Psychology Review, 43, 58-66. https://doi.org/10.1016/j.cpr.2015.11.006</p><p></p><p>Kardefelt-Winther, D. (2014). Problematizing excessive online gaming and its</p><p>psychological predictors. Computers in Human Behavior, 31, 118-122.</p><p>https://doi.org/10.1016/j.chb.2013.10.017</p><p></p><p>Kateina, L. (2018). The immediate and long-term effects on time perspective on</p><p>Internet gaming disorder. Journal of Behavioral Addictions, 7(1), 44-51.</p><p>https://doi.org/10.1556/2006.6.2017.089</p><p></p><p>Katz, E., & Foulkes, D. (1962). On the use of mass media for escape: Clarification</p><p>of a concept. Public Opinion Quaterly, 26, 377-388.</p><p>https://doi.org/10.1086/267111</p><p></p><p>Katz, E., & Blumler, J. G. (1974). The uses of mass communications: Current</p><p>perspectives on gratifications research, SAGE Publications Ltd.</p><p></p><p>Katz, E., Blumler, J. G., & Gurevitch, M. (1974). Utilization of mass communication</p><p>by the individual. In J. G. Blumler & E. Katz (Eds.), The uses of mass</p><p>communications: Current perspectives on gratifications research (pp. 1932).</p><p>SAGE Publications Ltd.</p><p></p><p>Khan, A., & Muqtadir, R. (2016). Motives of problematic and nonproblematic online</p><p>gaming among adolescents and young adults. Pakistan Journal of</p><p>Psychological Research, 31(1), 119-138.</p><p></p><p>Kim, C., Lee, S. G., & Kang, M. (2012). I became an attractive person in the virtual</p><p>world: Users identification with virtual communities and avatars.</p><p>Computers in Human Behavior, 28(5), 16631669.</p><p>https://doi.org/10.1016/j.chb.2012.04.004</p><p></p><p>Kim, E. J., Namkoong, K., Ku, T., & Kim, S. J. (2008). The relationship between</p><p>online game addiction and aggression, self-control, and narcissistic</p><p>personality traits. European Psychiatry, 23, 212218.</p><p></p><p>Kim, M. G., & Kim, J. (2010). Cross-validation of reliability, convergent and</p><p>discriminant validity for the problematic online game use scale. Computers in</p><p>Human Behavior, 26(3), 389398. https://doi.org/10.1016/j.chb.2009.11.010.</p><p></p><p>King, D. L, & Delfabbro, P. H. (2016). The cognitive psychopathology of Internet</p><p>gaming disorder in adolescence. Journal of Abnormal Child Psychology, 44,</p><p>16351645. https://doi.org/10.1007/s10802-016-0135-y</p><p></p><p>King, D. L., & Delfabbro, P. H. (2014). Internet gaming disorder treatment: A review</p><p>of definitions of diagnosis and treatment outcome. Journal of Clinical</p><p>Psychology,70(10), 942-955. https://doi.org/10.1002/jclp.22097</p><p></p><p>King, D. L., & Delfabbro, P. H. (2017). Features of parent-child relationships in</p><p>adolescents with internet gaming disorder. International Journal of Mental</p><p>Health Addiction, 15(6), 1270-1283. https://doi.org/10.1007/s11469-016-</p><p>9699-6</p><p></p><p>King, D. L., Delfabbro, P. H., Doh, Y. Y., Wu, A. M. S., Kuss, D. J., Pallesen, S.,</p><p>Mentzoni, R., Carragher, N., & Sakuma, H. (2018). Policy and prevention</p><p>approaches for disordered and hazardous gaming and internet use: an</p><p>international perspective. Prevention Science, 19(2), 233249.</p><p>https://doi.org/10.1016/10.1007/s11121-017-0813-1</p><p></p><p>King, D. L., Herd, M. C. E., & Delfabbro, P. H. (2017). Motivational components of</p><p>tolerance in Internet gaming disorder. Computers in Human Behavior, 78,</p><p>133141. https://doi.org/10.1016/j.chb.2017.09.023</p><p></p><p>King, D. L., Herd, M. C. E., & Delfabbro, P. H. (2018). Motivational components of</p><p>tolerance in Internet gaming disorder. Computers in Human Behavior, 78,</p><p>133141. https://doi.org/10.1016/j.chb.2017.09.023</p><p></p><p>Kingery, J. N., Erdley, C. A., Marshall, K. C., Whitaker, K. G., & Reuter, T. R.</p><p>(2010). Peer experiences of anxious and socially withdrawn youth: An</p><p>integrative review of the developmental and clinical literature. Clinical Child</p><p>and Family Psychology Review, 13, 91-128. https://doi.org/10.1007/s10567-</p><p>009-0063-2</p><p></p><p>Kirly, O., Sleczka, P., Pontes, H. M., Urbn, R., Griffiths, M. D., & Demetrovics, Z.</p><p>(2017). Validation of the Ten-Item Internet Gaming Disorder Test (IGDT-10)</p><p>and evaluation of the nine DSM-5 Internet Gaming Disorder criteria. Addictive</p><p>Behaviors, 64, 253260. https://doi.org/10.1016/j.addbeh.2015.11.005</p><p></p><p>Klang, M. (2004). Avatar: From deity to corporate property: A philosophical inquiry</p><p>into digital property in online games. Information, Communication & Society,</p><p>7(3), 389-402. https://doi.org/10.1080/1369118042000284614</p><p></p><p>Kleinman, A. (2012). Culture, bereavement, and psychiatry. The Lancet, 379(9816),</p><p>608609. https://doi.org/10.1016/s0140-6736(12)60258-x</p><p></p><p>Klimmt, C., Hartmann, T., & Frey, A. (2007). Effectance and control as determinants</p><p>of video game enjoyment. CyberPsychology & Behavior, 10(6), 845848.</p><p>https://doi.org/10.1089/cpb.2007.9942</p><p></p><p>Klimmt, C., Hefner, D., & Vorderer, P. (2009). The video game experience as true</p><p>identification: A theory of enjoyable alterations of players self-perception.</p><p>Communication Theory, 19, 351373. https://doi.org/10.1111/j.1468-</p><p>2885.2009.01347.x</p><p></p><p>Kline, R. B. (2015). Principles and practice of structural equation modeling. Guilford</p><p>publications.</p><p></p><p>Kneer, J., & Glock, S. (2013). Escaping in digital games: The relationship between</p><p>playing motives and addictive tendencies in males. Computers in Human</p><p>Behavior, 29, 14151420. https://doi.org/10.1016/j.chb.2013.01.030</p><p></p><p>Kneer, J., & Rieger, D. (2015). Problematic game play: The diagnostic value of</p><p>playing motives, passion, and playing time in men. Behavioral Sciences, 5(2),</p><p>203213. https://doi.org/10.3390/bs5020203</p><p></p><p>Ko, C. H., Yen, J. Y., Chen, C. C., Chen, S. H., Wu, K., & Yen, C. F. (2006).</p><p>Tridimensional personality of adolescents with Internet Addiction and</p><p>substance use experience. The Canadian Journal of Psychiatry, 51(14), 887-</p><p>894. https://doi.org/10.1177/070674370605101404</p><p></p><p>Ko, C. H., Yen, J. Y., Chen, C. S., Yeh, Y. C., & Yen, C. F. (2009). Predictive</p><p>values of psychiatric symptoms for Internet addiction in adolescents: A 2-</p><p>year prospective study. Archives of Pediatrics and Adolescent Medicine,</p><p>163(10), 937943. https://doi.org/10.1001/archpediatrics.2009.159</p><p></p><p>Ko, C. H., Yen, J. Y., Yen, C. F., Chen, C. S., & Chen, C. C. (2012). The association</p><p>between internet addiction and psychiatric disorder: A review of the literature.</p><p>European Psychiatry, 27(1), 18. https://doi.org/10.1016/j.eurpsy.2010.04.011</p><p></p><p>Kock, N., & Lynn, G. S. (2012). Lateral collinearity and misleading results in</p><p>variance-based SEM: An illustration and recommendations. Journal of the</p><p>Association for Information Systems, 13(7), 546-580.</p><p></p><p>Konijn, E., Nije Bijvank, M., & Bushman, B. (2007). I wish I were a warrior: The role</p><p>of wishful identification in the effects of violent video games on aggression in</p><p>adolescent boys. Developmental Psychology, 43, 10381044.</p><p>https://doi.org/10.1037/0012-1649.43.4.1038</p><p></p><p>Koo, H. J., Han, D. H., Park, S. Y., & Kwon, J. H. (2017). The structured clinical</p><p>interview for DSM-5 Internet Gaming Disorder: Development and validation</p><p>for diagnosing IGD in adolescents. Psychiatry Investigation, 14(1), 21-29.</p><p>https://doi.org/10.4306/pi.2017.14.1.21</p><p></p><p>Kowert R, Vogelgesang, J., Festl, R., & Quandt, T. (2015). Psychosocial causes and</p><p>consequences of online video game play. Computers in Human Behavior, 45,</p><p>5158. https://doi.org/10.1016/j.chb.2014.11.074</p><p></p><p>Kowert, R., Domahidi, E., Festl, R., & Quandt, T. (2014). Social gaming, lonely life?</p><p>The impact of digital game play on adolescents social circles. Computers in</p><p>Human Behavior, 36, 385390. https://doi.org/10.1016/j.chb.2014.04.003</p><p></p><p>Kraut, R., Kiesler, S., Boneva, B., Cummings, J., Helgeson, V., & Crawford, A.</p><p>(2002). Internet paradox revisited. Journal of Social Issues, 58, 49-74.</p><p>https://doi.org/10.1111/1540-4560.00248</p><p></p><p>Kumar, R. (2011). Research methodology: A step-by-step guide for beginners (3rd</p><p>ed.). SAGE Publications Inc.</p><p></p><p>Kuss, D. J., & Griffiths, M. D. (2012). Internet gaming addiction: A systematic</p><p>review of empirical research. International Journal of Mental Health and</p><p>Addiction, 10(2), 278-296. https://doi.org/10.1007/s11469-011-9318-5</p><p></p><p>Kuss, D. J., Louws, J., & Wiers, R. W. (2012). Online gaming addiction? Motives</p><p>predict addictive play behavior in massively multiplayer online role-playing</p><p>games. Cyberpsychology, Behavior, and Social Networking, 15(9), 480485.</p><p>https://doi.org/10.1089/cyber.2012.0034</p><p></p><p>La Greca, A. M., & Lopez, N. (1998). Social anxiety among adolescents: Linkages</p><p>with peer relations and friendships. Journal of Abnormal Child Psychology,</p><p>26(2), 8394. https://doi.org/10.1023/a:1022684520514</p><p></p><p>Laconi, S., Pirs, S., & Chabrol, H. (2017). Internet gaming disorder, motives, game</p><p>genres and psychopathology. Computers in Human Behavior, 75, 652659.</p><p>https://doi.org/10.1016/j.chb.2017.06.012</p><p></p><p>Lau, C., Stewart, S. L., Sarmiento, C., Saklofske, D. H., & Tremblay, P. F. (2018).</p><p>Who is at risk for problematic video gaming? Risk factors in problematic</p><p>video gaming in clinically referred Canadian children and</p><p>adolescents. Multimodal Technologies and Interaction, 2(2), 19.</p><p>https://doi.org/10.3390/mti2020019</p><p></p><p>Lazar, J., Feng, J. H. J., & Hochheiser, H. (2010). Research methods in human</p><p>computer interaction. Morgan Kaufmann.</p><p></p><p>Leary, M. R. (1983). A brief version of the Fear of Negative Evaluation scale.</p><p>Personality and Social Psychology Bulletin, 9(3), 371-375.</p><p>https://doi.org/10.1177/0146167283093007</p><p></p><p>Lee, B. W., & Stapinski, L. A. (2012). Seeking safety on the internet: Relationship</p><p>between social anxiety and problematic internet use. Journal of anxiety</p><p>disorders, 26(1), 197-205. https://doi.org/10.1016/j.janxdis.2011.11.001</p><p></p><p>Lee, H. J. (2007). Self-awareness for virtuality and self-concept for adolescence </p><p>based on the user and avatar characters in the cyberspace. Journal of Korea</p><p>Design Knowledge, 15, 469-479.</p><p></p><p>Lee, O., & Shin, M. (2004). Addictive consumption of avatars in cyberspace.</p><p>Cyberpsychology & Behavior, 7(4), 417-420.</p><p>https://doi.org/10.1089/cpb.2004.7.417</p><p></p><p>Lehenbauer-Baum, M., Klaps, A., Kovacovsky, Z., Witzmann, K., Zahlbruckner, R.,</p><p>& Stetina, B. U. (2015). Addiction and engagement: An explorative study</p><p>toward classification criteria for internet gaming disorder. Cyberpsychology,</p><p>Behavior, and Social Networking, 18(6), 343349.</p><p>https://doi.org/10.1089/cyber.2015.0063</p><p></p><p>Lemnager, T., Dieter, J., Hill, H., Koopmann, A., Reinhard, I., Sell, M., Kiefer, F.,</p><p>Vollstadt-Klein, S.,& Mann, K. (2014). Neurobiological correlates of physical</p><p>self-concept and self-identification with avatars in addicted players of</p><p>Massively Multiplayer Online Role-Playing Games (MMORPGs). Addictive</p><p>Behaviors, 39(12), 17891797. https://doi.org/10.1016/j.addbeh.2014.07.017</p><p></p><p>Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2009). Development and validation of</p><p>a game addiction scale for adolescents. Media Psychology, 12, 77-95.</p><p>https://doi.org/10.1080/15213260802669458</p><p></p><p>Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2011). Psychosocial causes and</p><p>consequences of pathological gaming. Computers in human behavior, 27(1),</p><p>144-152. https://doi.org/10.1016/j.chb.2010.07.015</p><p></p><p>Leung, L. (2014). Predicting Internet risks: A longitudinal panel study of</p><p>gratifications-sought, internet addiction symptoms, and social media use</p><p>among children and adolescents. Health Psychology and Behavioral</p><p>Medicine: An Open Access Journal, 2(1), 424-439.</p><p>https://doi.org/10.1080/21642850.2014.902316</p><p></p><p>Lewis, B. R., Templeton, G. F., & Byrd, T. A. (2005). A methodology for construct</p><p>development in MIS research. European Journal of Information Systems, 14,</p><p>388-400. https://doi.org/10.1057/palgrave.ejis.3000552</p><p></p><p>Lewis, M. L., Weber, R., & Bowman, N. D. (2008). They may be pixels, but theyre</p><p>MY pixels: Developing a metric of character attachment in role-playing video</p><p>games. Cyberpsychology & Behavior, 11(4), 515-518.</p><p>https://doi.org/10.1089/cpb.2007.0137</p><p></p><p>Li, B. J., & Lwin, M. O. (2016). Player see, player do: Testing an exergame</p><p>motivation model based on the influence of the self -avatar. Computers in</p><p>Human Behavior, 59, 350357 http://doi.org/10.1016/j.chb.2016.02.034</p><p></p><p>Li, D. D., Liau, A. K., & Khoo, A. (2013). Player-avatar identification in video</p><p>gaming: Concept and measurement. Computers in Human Behavior, 29(1),</p><p>257-263. https://doi.org/10.1016/j.chb.2012.09.002</p><p></p><p>Li, Y., Li, Y., & Castao, G. (2020). The mechanism underlying the effect of actualideal</p><p>self-discrepancy on internet gaming addiction: A moderated mediation</p><p>model. International Journal of Mental Health and Addiction, 19(1), 283301.</p><p>https://doi.org/10.1007/s11469-020-00273-5</p><p></p><p>Lian, C. M., Hoon, T. B., & Abdullah, M. H. (2012). Wiki for co-writing a science</p><p>dictionary. GEMA Online Journal of Language Studies, 11(3).</p><p></p><p>Lim, S., & Lee, J. E. R. (2009). When playing together feels different: Effects of task</p><p>types and social contexts on physiological arousal in multiplayer online</p><p>gaming contexts. CyberPsychology & Behavior, 12(1), 59-61.</p><p>https://doi.org/10.1089/cpb.2008.0054</p><p></p><p>Lim, S., & Reeves, B. (2006). Computer agents versus avatars: Responses to</p><p>interactive game characters controlled by a computer or other player.</p><p>International Journal of Human Computer Studies, 68(12), 57-68.</p><p>https://doi.org/10.1016/j.ijhcs.2009.09.008</p><p></p><p>Lim, S., & Reeves, B. (2009). Being in the game: Effects of avatar choice and point of</p><p>view on psychophysiological responses during play. Media Psychology, 12(4),</p><p>348-370. https://doi.org/10.1080/15213260903287242</p><p></p><p>Lin, C. A. (1996). Looking back: The contribution of Blumler and Katzs uses and</p><p>mass communication to communication research. Journal of Broadcasting &</p><p>Electronic Media, 40, 574581. https://doi.org/10.1080/08838159609364379</p><p></p><p>Lin, P. C., Su, C. H., Yen, J. Y., & Ko, C. H. (2016). The association between</p><p>comorbid psychiatric symptoms and remission of internet gaming disorder</p><p>among college students and non-student adults. Taiwanese Journal of</p><p>Psychiatry, 30, 279288. https://doi.org/10.1016/j.eurpsy.2010.04.011</p><p></p><p>Liu, L., Yao, Y. W., Li, C. R., Zhang, J. T., Xia, C. C., Lan, J., Ma, S. S., Zhou, N., &</p><p>Fang, X.-Y. (2018). The comorbidity between internet gaming disorder and</p><p>depression: Interrelationship and neural mechanisms. Frontiers in Psychiatry,</p><p>9. https://doi.org/10.3389/fpsyt.2018.00154</p><p></p><p>Livingstone, S. M. (1998). Making sense of television: The psychology of audience</p><p>interpretation (2nd ed.). Routledge</p><p></p><p>Lohmller, J. (1987). PLS-PC: Latent variables path analysis with partial least</p><p>squares (Version 1.8) (Computer Software).</p><p></p><p>Longman, H., OConnor, E., & Obst, P. (2009). The effect of social support derived</p><p>from World of Warcraft on negative psychological symptoms.</p><p>Cyberpsychology & Behaviour, 12(5), 563-566.</p><p>https://doi.org/10.1089/cpb.2009.0001</p><p></p><p>Lu, C. H. (2007). Assessing construct validity: The utility of factor analysis. National</p><p>Taichung University of Education.</p><p>http://lawdata.com.tw/tw/detail.aspx?no=188949</p><p></p><p>Lu, H. P., & Wang, S. M. (2008). The role of Internet addiction in online game</p><p>loyalty: An exploratory study. Internet Research, 18(5), 499-519.</p><p>https://doi.org/10.1108/10662240810912756</p><p></p><p>Luby, J. L., Belden, J., Pautsch, J., Si, X., & Spitznagel, E. (2009). The clinical</p><p>significance of preschool depression: Impairment in functioning and clinical</p><p>markers of the disorder. Journal of Affective Disorders, 112, 111-119.</p><p>https://doi.org/10.1016/j.jad.2008.03.026</p><p></p><p>Lull, J. (1995). Media, communication, culture: A global approach. Columbia</p><p>University Press.</p><p></p><p>Luo, M. M., & Remus, W. (2014). Uses and gratifications and acceptance of webbased</p><p>information services: An integrated model. Computers in Human</p><p>Behavior, 38, 281-295. https://doi.org/10.1016/j.chb.2014.05.042</p><p></p><p>MacCann, C., Fogarty, G. J., & Roberts, R. D. (2012). Strategies for success in</p><p>education: Time management is more important for part-time than full-time</p><p>community college students. Learning and Individual Differences, 22(5), 618</p><p>623. https://doi.org/10.1016/j.lindif.2011.09.015</p><p></p><p>Machin, D, Campbell, M. J., Tan, S. B, & Tan, S. H. (2018). Sample sizes for clinical,</p><p>laboratory and epidemiology studies (4th ed.). John Wiley and Sons.</p><p></p><p>MacKinnon, D. P., & Fairchild, A. J. (2009). Current directions in mediation analysis.</p><p>Current directions in psychological science, 18(1), 16-20</p><p></p><p>Malaysian Communications and Multimedia Commission (MCMC). Internet Users</p><p>Survey 2017.</p><p>(2018). https://www.mcmc.gov.my/skmmgovmy/media/General/pdf/MCMCInternet-</p><p>Users-Survey-2017_v2.pdf</p><p></p><p>Malaysia Communications and Multimedia Commission (2016). Internet users survey</p><p>2016. https://www.mcmc.gov.my/about-us/annual-reports/annual-reports</p><p></p><p>Malhotra, N. K. (2010). Marketing Research: An Applied Orientation. Pearson.</p><p></p><p>Mancini, T., & Sibilla, F. (2017). Offline personality and avatar customisation.</p><p>Discrepancy profiles and avatar identification in a sample of MMORPG</p><p>players. Computers in Human Behavior, 69, 275283.</p><p>https://doi.org/10.1016/j.chb.2016.12.031</p><p></p><p>Mancini, T., Imperato, C., & Sibilla, F. (2019). Does avatar's character and emotional</p><p>bond expose to gaming addiction? Two studies on virtual self-discrepancy,</p><p>avatar identification and gaming addiction in massively multiplayer online</p><p>role-playing game players. Computers in Human Behavior, 92, 297-305.</p><p>https://doi.org/10.1016/j.chb.2018.11.007</p><p></p><p>Mardia, K. V. (1970). Measures of multivariate skewness and kurtosis with</p><p>applications measures of multivariate skewness and kurtosis with applications.</p><p>Biometrika, 57(3), 519. https://doi.org/10.2307/2334770.</p><p></p><p>Marriott, T. C., & Buchanan, T. (2014). The true self online: Personality correlates of</p><p>preference for self-expression online, and observer ratings of personality online</p><p>and offline. Computers in Human Behavior, 32(1), 171177.</p><p>https://doi.org/10.1016/j.chb.2013.11.014</p><p></p><p>Martinello, E. (2019, September 11). Intel World Open brings esports to 2020</p><p>Summer Olympics. Esports Insider. https://esportsinsider.com/2019/09/intelworld-</p><p>open-olympics/</p><p></p><p>Maslow, A. H. (1943). A theory of human motivation. Psychological Review, 50(4),</p><p>370396. https://doi.org/10.1037/h0054346</p><p></p><p>Maslow, A. H. (1970). Motivation and personality (2nd ed.). Harper & Row.</p><p></p><p>Mat Sin, N., Talib, O., Norishah, T. P., Ishak, A. A., & Baki, R. (2014). Male students</p><p>and digital game: Reason, motivation and feeling. International Journal of</p><p>Information and Education Technology, 4(1), 6-11.</p><p>https://doi.org/10.7763/IJIET.2014.V4.359</p><p></p><p>McGonigal, J. (2011). Reality is broken: Why games make us better and how they</p><p>can change the world. Penguin Group.</p><p></p><p>McKenna, K. Y. A., Green, A. S., & Gleason, M. E. (2002). Relationship formation</p><p>on the internet: Whats the big attraction? Journal of Social Issues, 58, 9-31.</p><p>https://doi.org/10.1111/1540-4560.00246</p><p></p><p>Menon, V., & Praharaj, S. K. (2019). Translation or development of a rating scale:</p><p>Plenty of science, a bit of art. Indian Journal of Psychological Medicine,</p><p>41(6), 503506. https://doi.org/10.4103/ijpsym.ijpsym_418_19</p><p></p><p>Merhi, M. I. (2016). Towards a framework for online game adoption. Computers in</p><p>Human Behavior, 60, 253-263. https://doi.org/10.1016/j.chb.</p><p>2016.02.072.</p><p></p><p>Merriam-Webster. (2019). Determinant. https://www.merriamwebster.</p><p>com/dictionary/determinant</p><p></p><p>Michailidis, L., Balaguer-Ballester, E., & He, X. (2018). Flow and immersion in</p><p>video games: The aftermath of a conceptual challenge. Frontiers in</p><p>Psychology, 9. https://doi.org/10.3389/fpsyg.2018.01682</p><p></p><p>Mihara, S., & Higuchi, S. (2017). Cross-sectional and longitudinal epidemiological</p><p>studies of Internet gaming disorder: A systematic review of the literature.</p><p>Psychiatry and Clinical Neurosciences, 71(7), 425444.</p><p>https://doi.org/10.1111/pcn.12532</p><p></p><p>Milani, L., La Torre, G., Fiore, M., Grumi, S., Gentile, D. A., Ferrante, M., Miccoli,</p><p>S., & Di Blasio, P. (2018). Internet gaming addiction in adolescence: risk</p><p>factors and maladjustment correlates. International Journal of Mental Health</p><p>and Addiction, 16(4), 888-904. https://doi.org/10.1007/s11469-017-9750-2</p><p></p><p>Miller, B. (2015). Theyre the modern-day gay bar: Exploring the uses and</p><p>gratifications of social networks for men who have sex with men. Computers</p><p>in Human Behavior, 51, 476-482. https://doi.org/10.1016/j.chb.2015.05.023</p><p></p><p>Miller, R. L. (2013). Individualist/collectivist success motivation. The Encyclopedia</p><p>of Cross-Cultural Psychology, 2, 720-723. https://doi.org/10.1002/97811183398</p><p>3.wbeccp291</p><p></p><p>Ministy Youth and Sports (2018). Malaysia Youth Policy.</p><p>http://www.kbs.gov.my/my/akta-pekeliling/dasar.html</p><p></p><p>Mohd Isa, S., Hashim, A. H., Kaur, M., Ng, C. G. (2016). Internet addiction among</p><p>adolescents in Malaysia: the prevalence and its association with attention</p><p>deficit hyperactivity disorder (ADHD) symptoms. Malaysian Journal of</p><p>Psychiatry, 25, 318.</p><p></p><p>Molyneux, L., Vasudevan, K., & Gil de Ziga, H. (2015). Gaming social capital:</p><p>Exploring civic value in multiplayer video games. Journal of Computer-</p><p>Mediated Communication, 20(4), 381399. https://doi.org/10.1111/jcc4.12123</p><p></p><p>Monacis, L., Palo, V. D., Griffiths, M. D., & Sinatra, M. (2016). Validation of the</p><p>Internet Gaming Disorder Scale Short-Form (IGDS9-SF) in an Italianspeaking</p><p>sample. Journal of Behavioral Addictions, 5(4), 683690.</p><p>https://doi.org/10.1556/2006.5.2016.083</p><p></p><p>Montgomery, S. A., & Asberg, M. (1979). A new depression scale designed to be</p><p>sensitive to change. The British Journal of Psychiatry, 134, 382-389.</p><p>https://doi.org/10.1192/bjp.134.4.382</p><p></p><p>Moore, D., Cheng, Y. F., McGrath, P., & Powell, N. J. (2005). Collaborative virtual</p><p>environment technology for people with autism. Focus on Autism and Other</p><p>Developmental Disabilities, 20(4), 231243.</p><p>https://doi.org/10.1177/10883576050200040501</p><p></p><p>Moore, K. A., & Johnson, A. N. (2009). Social anxiety: Prevalence, types, and coping</p><p>among adolescent girls. In K. A. Moore, & P. Buchwald (Eds.), Stress and</p><p>anxiety: Application to adolescence, job stress, and personality (pp. 37 45).</p><p>Logos publishers.</p><p></p><p>Mora-Cantallops, M., & Sicilia, M. . (2018). MOBA games: A literature review.</p><p>Entertainment Computing, 26, 128138.</p><p>https://doi.org/10.1016/j.entcom.2018.02.005</p><p></p><p>Morcos, M., Stavropoulos, V., Rennie, J. J., Clark, M., & Pontes, H. M. (2019).</p><p>Internet Gaming Disorder: Compensating as a Draenei in World of Warcraft.</p><p>International Journal of Mental Health and Addiction, 19(3), 669-685.</p><p>https://doi.org/10.1007/s11469-019-00098-x.</p><p></p><p>Morris, M., & Ogan, C. (1996). The Internet as mass medium. Journal of</p><p>Communication, 46(1), 39-50. https://doi.org/10.111/j.1460-</p><p>2466.1996.tb01460.x</p><p></p><p>Moudiab, S., & Spada, M. M. (2019). The relative contribution of motives and</p><p>maladaptive cognitions to levels of Internet Gaming Disorder. Addictive</p><p>Behaviors Reports, 9, 1-5. https://doi.org/10.1016/j.abrep.2019.100160</p><p></p><p>Muntinga, D. G., Moorman, M., & Smit, E. G. (2011). Introducing COBRAs.</p><p>International Journal of Advertising, 30(1), 1346. https://doi.org/10.2501/ija-</p><p>30-1-013-046</p><p></p><p>Mueller, K. W. (2017). Questions, challenges and perspectives relating to internet</p><p>gaming disorder. Acta Pdiatrica, 1-2. https://doi.org/10.1.1111/apa.14145</p><p></p><p>Mller K. W., Beutel M. E., & Wolfling K. (2014). A contribution to the clinical</p><p>characterization of Internet addiction in a sample of treatment seekers:</p><p>Validity of assessment, severity of psychopathology and type of co-morbidity.</p><p>Comprehensive Psychiatry, 55(4), 770777.</p><p>https://doi.org/10.1016/j.comppsych.2014.01.010</p><p></p><p>Muhaimin, M., Aziz, N., & Ariffin, M. (2018). Problematic of massively multiplayer</p><p>online game addiction in Malaysia. Recent Trends in Data Science and Soft</p><p>Computing, 749760. https://doi.org/10.1007/978-3-319-99007-1_69</p><p></p><p>Mller, K. W., Janikian, M., Dreier, M., Wlfling, K., Beutel, M. E., Tzavara, C.,</p><p>Richardson, C., & Tsitsika,, A. (2015). Regular gaming behaviour and Internet</p><p>gaming disorder in European adolescents: Results from a cross-national</p><p>representative survey of prevalence, predictors, and psychopathological</p><p>correlates. European Child and Adolescent Psychiatry, 24(5), 565-574.</p><p>https://doi.org/10.1007/s00787-014-0611-2</p><p></p><p>Nardi, G., Francesconi, M., Catena-Dellosso, M., Bellantuono, C. (2013).</p><p>Adolescent depression: Clinical features and therapeutic strategies.</p><p>European Review for Medical and Pharmacological Sciences, 17, 1546-</p><p>1551.</p><p></p><p>National Institute of Mental Health. (2016). Depression basics.</p><p>https://www.nimh.nih.gov/health/publications/depression/19-mh-8079-</p><p>depressionbasics_140843.pdf</p><p></p><p>Neigel, A. R., Miao, Y., Montagna, N., Chirino, C. A., & Szalma, J. L. (2017).</p><p>Individual differences in achievement motivation are related to vigilance</p><p>performance. Proceedings of the Human Factors and Ergonomics Society</p><p>Annual Meeting, 61(1), 12981302.</p><p>https://doi.org/10.1177/1541931213601807</p><p></p><p>Newzoos Global Games Market Report. (2019). Top 10 countries/markets by game</p><p>revenues. https://newzoo.com/insights/rankings/top-100-countries-by-gamerevenues/</p><p></p><p>Ng, B. D., & Wiemer-Hastings, P. (2005). Addiction to the internet and online</p><p>gaming. Cyberpsychology& Behaviour, 8(2), 110-113.</p><p>https://doi.org/10.1089/cpb.2005.8.110</p><p></p><p>Nik Jaafar, N. R., Baharudin, A., Tajjudin, I., Ling, S. L., Safarudin, M. A., Sufia, D.</p><p>S., Tan, Y. H., Zulkifle, N. H., & Tan, K-A. (2021). Factors correlated with</p><p>Internet gaming disorder among Malaysian university students. Malaysian</p><p>Journal of Medicine and Health Sciences, 17(2), 54-62.</p><p></p><p>Niko Partners (2018). Esports in Asia, and what it means for the West.</p><p>http://nikopartners.com/esports-in-asia-and-what-it-means-for-the-west-a-freereport/</p><p></p><p>Nolen-Hoeksema, S. (1987). Sex differences in unipolar depression: Evidence and</p><p>theory. Psychological Bulletin, 101(2), 259-282.</p><p>https://doi.org/10.1037%2F0033-2909.101.2.259</p><p></p><p>Nunnally J. C., Bernstein, I. H. (1994). Psychometric theory. McGrawHill.</p><p></p><p>Nuyens, F., Deleuze, J., Maurage, P., Griffiths, M. D., Kuss, D. J., & Billieux, J.</p><p>(2016). Impulsivity in multiplayer online battle arena gamers: Preliminary</p><p>results on experimental and self-report measures. Journal of Behavioral</p><p>Addictions, 5(2), 351356. https://doi.org/10.1556/2006.5.2016.028</p><p></p><p>Obst, P. L., & White, K. M. (2005). An exploration of the interplay between</p><p>psychological sense of community, social identification and salience.</p><p>Journal of Community and Applied Social Psychology, 15(2), 127135.</p><p>https://doi.org/10.1002/casp.813</p><p></p><p>Othman, Z., & Lee, C. W. (2017). Internet addiction and depression among college</p><p>students in Malaysia. International Medical Journal, 24(6), 447-450.</p><p>https://doi.org/ 10.5281/zenodo.2588080</p><p></p><p>zad, B. E., & Uygarer, G. (2014). Attachment needs and social networking sites.</p><p>Social Behavior and Personality: An International Journal, 42(1), 43S52S.</p><p>https://doi.org/10.2224/sbp.2014.42.0.s43</p><p></p><p>Palmgreen, P., & Rayburn, J. D. (1979). Uses and gratifications and exposure to</p><p>public television. Communication Research, 6(2), 155179.</p><p>https://doi.org/10.1177/009365027900600203</p><p></p><p>Park, B. W., & Ahn, J. H. (2010). Policy analysis for online game addiction</p><p>problems. System Dynamics Review, 26(2), 117138.</p><p>https://doi.org/10.1002/sdr.436.</p><p></p><p>Park, B. W., & Lee, K. C. (2011). Effects of users perceived loneliness and stress on</p><p>online game loyalty. Lecture Notes in Computer Science, 556565.</p><p>https://doi.org/10.1007/978-3-642-20042-7_56</p><p></p><p>Paykel, E. S. (1994). Life events, social support and depression. Acta Psychiatrica</p><p>Scandinavica. Supplementum, 377, 50-58. https://doi.org/10.1111/j.1600-</p><p>0447.1994.tb05803.x</p><p>Personal Data Protection Act. (2010).</p><p>https://www.kkmm.gov.my/pdf/Personal%20Data%20Protection%20Act%20</p><p>2010.pdf</p><p></p><p>Peters, L., Sunderland, M., Andrews, G., Rapee, R. M., & Mattick, R. P. (2012).</p><p>Development of a short form Social Interaction Anxiety (SIAS) and Social</p><p>Phobia Scale (SPS) using nonparametric item response theory: The SIAS-6</p><p>and the SPS-6. Psychological assessment, 24(1), 66.</p><p>https://doi.org/10.1037/a0024544</p><p></p><p>Peterson, R. A., & Kim, Y. (2013). On the relationship between coefficient alpha and</p><p>composite reliability. Journal of Applied Psychology, 98(1), 194-198.</p><p>https://doi.org/10.1037/a0030767</p><p></p><p>Petry, N. M., Rehbein, F., Gentile, D. A., Lemmens, J. S., Rumpf, H. J., Mle, T.,</p><p>Bischof, G., Tao, R., Fung, D. S. S., Borges, G., Auriacombe, M., Gonzlez-</p><p>Ibez, A., Tam, P., & OBrien, C. P. (2014) An international consensus for</p><p>assessing Internet gaming disorder using the new DSM-5 approach. Addiction,</p><p>109(9), 1399-1406. https://doi.org/10.1111/add.12457</p><p></p><p>Petry, N. M., Rehbein, F., Gentile, D. A., Lemmens, J. S., Rumpf, H. J., Mle, T.,</p><p>Biscof, G., Tao, R., Fung, D. S. S., Borges, G., Auriacombe, M., Gonzlez</p><p></p><p>Ibez, A., Tam, P., & OBrien, C. P. (2015). Griffiths et al.s comments on</p><p>the international consensus statement of Internet gaming disorder: Furthering</p><p>consensus or hindering progress? Addiction, 111, 167-178.</p><p>https://doi.org/10.1111/add.13189</p><p></p><p>Pinto-Gouveia, J., Castilho, P., Galhardo, A., & Cunha, M. (2006). Early maladaptive</p><p>schemas and social phobia. Cognitive Therapy and Resarch, 30(5), 571-584.</p><p>https://doi.org/10.1007/s10608-006-9027-8</p><p></p><p>Podsakoff, P. M., MacKenzie, S. B., & Podsakoff, N. P. (2012). Sources of method</p><p>bias in social science research and recommendations on how to control it.</p><p>Annual Review of Psychology, 63(1), 539569.</p><p>https://doi.org/10.1146/annurev-psych-120710-100452</p><p></p><p>Podsakoff, P. M., MacKenzie, S. B., & Podsakoff, N. P. (2016). Recommendations</p><p>for creating better concept definitions in the organizational, behavioral, and</p><p>social sciences. Organizational Research Methods, 19(2), 159203.</p><p>https://doi.org/10.1177/1094428115624965</p><p></p><p>Podsakoff, P. M., MacKenzie, S. B., Lee, J. Y., & Podsakoff, N. P. (2003). Common</p><p>method biases in behavioral research: A critical review of the literature and</p><p>recommended remedies. Journal of Applied Psychology, 88(5), 879903.</p><p>https://doi.org/10.1037/0021-9010.88.5.879</p><p></p><p>Poels, K., Ijsselsteijn, W. A., & de Kort, Y. (2014). World of Warcraft, the aftermath:</p><p>How game elements transfer into perceptions, associations and (day) dreams</p><p>in the everyday life of massively multiplayer online role-playing game</p><p>players. New Media & Society, 17(7), 1137-1153.</p><p>https://doi.org/10.1177/1461444814521596</p><p></p><p>Polit, D. F., & Beck, C. T. (2017). Nursing research: Generating and assessing</p><p>evidence for nursing practice (10th ed.). Wolters Kluwer/Lippincott Williams</p><p>& Wilkins. In, J. (2017). Introduction of a pilot study. Korean Journal of</p><p>Anesthesiology, 70(6), 601-605. https://doi.org/10.4097/kjae.2017.70.6.601</p><p></p><p>Pontes, H. M., & Griffiths, M. D. (2014). Assessment of Internet gaming disorder</p><p>in clinical research: Past and present perspectives. Clinical Research and</p><p>Regulatory Affairs, 31(3), 35-48.</p><p>https://doi.org/10.3109/10601333.2014.962748</p><p></p><p>Pontes, H. M., & Griffiths, M. D. (2015). Measuring DSM-5 Internet gaming</p><p>disorder: Development and validation of a short psychometric scale.</p><p>Computers in Human Behavior, 45, 137-143.</p><p>https://doi.org/10.1016/j.chb.2014.12.006</p><p></p><p>Pornsakulvanich, V., Haridakis, P., & Rubin, A. M. (2008). The influence of</p><p>dispositions and Internet motivation on online communication satisfaction and</p><p>relationship closeness. Computers in Human Behavior, 24(5), 22922310.</p><p>https://doi.org/10.1016/j.chb.2007.11.003</p><p></p><p>Preacher, K. J., & Hayes, A. F. (2004). SPSS and SAS procedures for estimating</p><p>indirect effects in simple mediation models. Behavior Research Methods,</p><p>Instruments, & Computers, 36, 717-731. https://doi.org/10.3758/BF03206553</p><p></p><p>Preacher, K. J., & Hayes, A. F. (2008). Contemporary approaches to assessing</p><p>mediation in communication research. In A. F. Hayes, M. D. Slater, & L. B.</p><p>Snyder (Eds.), The Sage sourcebook of advanced data analysis methods for</p><p>communication research (pp. 13-54). SAGE Publications Inc.</p><p></p><p>Pringle, H. M. (2015). Conjuring the ideal self: an investigation of self-presentation in</p><p>video game avatars. Press Start, 2, 120.</p><p></p><p>Privitera, G. J. (2017). Research methods for the behavioral sciences (2nd ed.). SAGE</p><p>Publications Inc.</p><p></p><p>Przybylski, A. K. (2014). Electronic gaming and psychosocial adjustment. Pediatrics,</p><p>134(3), 716-722. https://doi.org/0.1542/peds.2013-4021d</p><p></p><p>Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010). A motivational model of video</p><p>game engagement. Review of General Psychology, 14(2), 154166.</p><p>https://doi.org/10.1037/a0019440</p><p></p><p>Qin, L., Cheng, L., Hu, M., Liu, Q., Tong, J., Hao, W., Luo, T., & Liao, Y. (2020).</p><p>Clarification of the Cut-off Score for Nine-Item Internet Gaming Disorder</p><p>ScaleShort Form (IGDS9-SF) in a Chinese Context. Frontiers in Psychiatry,</p><p>11. https://doi.org/10.3389/fpsyt.2020.00470</p><p></p><p>Raackle, J., & Bonds-Raacke, J. (2008). MySpace and Facebook: Applying the uses</p><p>and gratifications theory to exploring friend-networking sites.</p><p>CyberPsychology & Behavior, 11(2), 169174.</p><p>https://doi.org/10.1089/cpb.2007.0056</p><p></p><p>Rajulton, F. (2001). The fundamentals of longitudinal research: An overview. Special</p><p>Issue on Longitudinal Methodology, Canadian Studies in Population, 28(2),</p><p>169-185. https://doi.org/10.25336/P6W897</p><p></p><p>Ranta, K., La Greca, A. M., Kaltiala-Heino, R., Marttunen, M. (2016). Social phobia</p><p>and educational and interpersonal impairments in adolescence: A prospective</p><p>study. Child Psychiatry & Human Development, 47, 665-677.</p><p>https://doi.org/10.1007/s10578-015-0600-9</p><p></p><p>Ratan, R. (2013). Self-presence, explicated: Body, emotion, and identity extension</p><p>into the virtual self. In R. Lippicini (Ed.), Handbook of Research on</p><p>Technoself (pp. 322-336). IGI Global.</p><p></p><p>Ray, K. (2019). Sex-Role Theory, offending, and victimization. The Encyclopedia</p><p>of Women and Crime, 14.</p><p>https://doi.org/10.1002/9781118929803.ewac0458</p><p></p><p>Rehbein, F., Kleinmann, M., & Mle, T. (2010). Prevalence and risk factors of video</p><p>game dependency in adolescence: Results of a German nationwide survey.</p><p>Cyberpsychology, Behavior, and Social Networking 13(3), 269-277.</p><p>https://doi.org/10.1089/cyber.2009.0227</p><p></p><p>Rezaei, S., & Ghodsi, S. S. (2014). Does value matters in playing online game? An</p><p>empirical study among massively multiplayer online role-playing games</p><p>(MMORPGs). Computers in Human Behavior, 35, 252-266.</p><p>https://doi.org/10.1016/j.chb.2014.03.002</p><p></p><p>Richardson, H. A., Simmering, M. J., & Sturman, M. C. (2009). A tale of three</p><p>perspectives: Examining post hoc statistical techniques for detection and</p><p>correction of common method variance. Organizational Research</p><p>Methods, 12(4), 762-800. https://doi.org/10.1177/1094428109332834</p><p></p><p>Ringle, C. M., Wende, S., & Becker, J.-M. (2015). SmartPLS 3. SmartPLS GmbH.</p><p></p><p>Roberts, R. E., Lewinsohn, P. M., & Seeley, J. R. (1995). Symptoms of DSM-III-R</p><p>major depression in adolescence: Evidence from an epidemiological survey.</p><p>Journal of the American Academy of Child & Adolescent Psychiatry, 34(12),</p><p>16081617. https://doi.org/10.1097/00004583-199512000-00011</p><p></p><p>Robinson, T. E., & Berridge, K.C. (2003). Addiction. Annual Review of Psychology,</p><p>54(1), 25-53. https://doi.org/10.1146/annurev.psych.54.101601.145237</p><p></p><p>Rodebaugh, T. L. (2009). Hiding the self and social anxiety: The core extrusion</p><p>schema measure. Cognitive Therapy and Research, 33(1), 90109.</p><p>https://doi.org/10.1007/s10608-007-9143-0</p><p></p><p>Rogers, C. (1951). Client-centered therapy. Houghton Mifflin.</p><p></p><p>Rolstad, S., Adler, J., & Rydn, A. (2011). Response burden and questionnaire</p><p>length: is shorter better? A Review and Meta-analysis. Value in Health,</p><p>14(8), 11011108. https://doi.org/10.1016/j.jval.2011.06.003</p><p></p><p>Ruggiero, T. E. (2000). Uses and gratifications theory in the 21st century. Mass</p><p>Communication & Society, 3(1), 3-37.</p><p>https://doi.org/10.1207/S15327825MCS0301_02</p><p></p><p>Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video</p><p>games: A self-determination theory approach. Motivation and Emotion, 30(4),</p><p>344360. https://doi.org/10.1007/s11031-006-9051-8</p><p></p><p>Salkind, N. J. (2006). Exploring research (6th ed.). Pearson.</p><p></p><p>Sandstrom, G. M., & Dunn, E. W. (2014). Social interactions and well-being: The</p><p>surprising power of weak ties. Personality and Social Psychology Bulletin,</p><p>40(7), 910922. https://doi.org/10.1177/0146167214529799</p><p></p><p>Sarstedt, M., Hair, J. F., Ringle, C. M., Thiele, K. O., & Gudergan, S. P. (2016).</p><p>Measurement issues with PLS and CB-SEM: Where the bias lies! Journal of</p><p>Business Research, 69, 39984010.</p><p>https://doi.org/10.1016/j.jbusres.2016.06.007</p><p></p><p>Scealy, M., Phillips, J. G., & Stevenson, R. (2002). Shyness and anxiety as predictors</p><p>of patterns of Internet usage. CyberPsychology & Behavior, 6, 507515.</p><p>https://doi.org/10.1089/109493102321018141</p><p></p><p>Schreiber, J. B., Nora, A., Stage, F. K., Barlow, E. A., & King, J. (2006). Reporting</p><p>structural equation modeling and confirmatory factor analysis results: A review.</p><p>The Journal of Educational Research, 99(6), 323-338.</p><p>https://doi.org/10.3200/JOER.99.6.323-338</p><p></p><p>Sekaran, U., & Bougie, R. (2019). Research methods for business: A skill building</p><p>approach (8th ed.). John Wiley & Sons.</p><p></p><p>Severin, W. J., & Taknard, W. J. (1997). Communication theories origins, methods,</p><p>and uses in the mass media (4th ed.). Longman.</p><p></p><p>Severo, R. B., Barbosa, A. P. P. N., Fouchy, D. R. C., Coelho, F. M. da C., Pinheiro,</p><p>R. T., de Figueiredo, V. L. M., Adonso, V. D. S., Pontes, H. M., & Pinheiro, K.</p><p>A. T. (2020). Development and psychometric validation of Internet Gaming</p><p>Disorder Scale-Short-Form (IGDS9-SF) in a Brazilian sample. Addictive</p><p>Behaviors, 103, 1-8. https://doi.org/10.1016/j.addbeh.2019.106191</p><p></p><p>Shaughnessy, J., Zechmesiter, E., & Zechmeister, J. (2014). Research methods in</p><p>psychology (10th ed.). McGraw-Hill Education.</p><p></p><p>Shmueli, G. (2010). To explain or to predict. Statistical Science, 25(3), 289-310.</p><p>https://doi.org/10.1214/10-sts330</p><p></p><p>Shmueli, G., Ray, S., Velasquez Estrada, J. M. & Shatla, S. B. (2016), The elephant in</p><p>the room: Evaluating the predictive performance of PLS models. Journal of</p><p>Business Research, 69(10), 4552-4564.</p><p>https://doi.org/10.1016/j.jbusres.2016.03.049</p><p></p><p>Shmueli, G., Sarstedt, M., Hair, J. F., Cheah, J. H., Ting, H., Vaithilingam, S., &</p><p>Ringle, C. M. (2019). Predictive model assessment in PLS-SEM: guidelines</p><p>for using PLSpredict. European Journal of Marketing.</p><p>https://doi.org/10.1108/ejm-02-2019-0189</p><p></p><p>Sibilla, F., & Mancini, T. (2018). I am (not) my avatar: A review of the user-avatar</p><p>relationships in Massively Multiplayer Online Worlds. Cyberpsychology</p><p>Journal of Psychosocial Research on Cyberspace, 12(3).</p><p>https://doi.org/10.5817/CP2018-3-4</p><p></p><p>Silva, M. P., Silva, V. do N., & Chaimowicz, L. (2017). Dynamic difficulty</p><p>adjustment on MOBA games. Entertainment Computing, 18, 103123.</p><p>https://doi.org/10.1016/j.entcom.2016.10.002</p><p></p><p>Silva, V. do N., & Chaimowicz, L. (2015). On the development of intelligent agents</p><p>for MOBA games. 2015 14th Brazillian Symposium on Computer Games and</p><p>Digital Entertainment (SBGames), 142-151.</p><p>https://doi.org/10.1109/SBGames.2015.33</p><p></p><p>Silveira, C., Angela Parpinelli, M., Carvalho Pacagnella, R., de Camargo, R. S., Laura</p><p>Costa, M., Maria Zanardi, D., Carlos Ferreira, E., Paula Santos, J, Hanson, L.,</p><p>Guiherme Cecati, J., & Betina Andreucci, C. (2013). Cross-cultural adaptation</p><p>of the World Health Organization Disability Assessment Schedule (WHODAS</p><p>2.0) into Portuguese. Revista Da Associao Mdica Brasileira (English</p><p>Edition), 59(3), 234240. https://doi.org/10.1016/s2255-4823(13)70462-4</p><p></p><p>Singh, K. (2007). Quantitative social research methods. SAGE Publications, Pvt Ltd.</p><p></p><p>Sioni, S. R., Burleson, M. H., & Bekerian, D. A. (2017). Internet gaming disorder:</p><p>Social phobia and identifying with your virtual self. Computers in Human</p><p>Behaviour, 71, 11-15. https://doi.org/10.1016/j.chb.2017.01.044</p><p></p><p>Smahel, D., Blinka, L., & Ledabyl, O. (2008). Playing MMORPGs: Connections</p><p>between addiction and identifying with a character. CyberPsychology &</p><p>Behavior, 11(6), 715- 718. https://doi.org/10.1089/cpb.2007.0210</p><p></p><p>Snitker, T. V. (2010). The impact of culture on user research. Handbook of global</p><p>user research, 257277. https://doi.org/10.1016/b978-0-12-374852-2.00009-4</p><p></p><p>Snodgrass, J, Lacy, M, Dengah II, H. J. F., Fagan, J., & Most, D. E. (2010). Magical</p><p>flight and monstrous stress: Technologies of absorption and mental wellness</p><p>in Azeroth. Culture, Medicine, and Psychiatry, 35(1), 26-62.</p><p></p><p>Snodgrass, J. G., Francois Dengah II, H. J., Lacy, M. G., & Fagan, J. (2013). A formal</p><p>anthropological view of motivation models of problematic MMO play:</p><p>Achievement, social, and immersion factors in the context of culture.</p><p>Transcultural Psychiatry, 50(2), 2335-262.</p><p>https://doi.org/10.1177/1363461513487666</p><p></p><p>Soutter, A. R. B., & Hitchens, M. (2016). The relationship between character</p><p>identification and flow state within video games. Computers in Human</p><p>Behavior, 55(1), 10301038. https://doi.org/10.1016/j.chb.2015.11.012</p><p></p><p>Spector, P. (1992). Summated rating scale construction: An introduction. SAGE</p><p>Publications Ltd.</p><p></p><p>pori, B., & Glavak-Tkali, R. (2018). The relationship between online gaming</p><p>motivation, self-concept clarity and tendency toward problematic gaming.</p><p>Cyberpsychology: Journal of Psychosocial Research on Cyberspace, 12(1).</p><p>https://doi.org/10.5817/CP2018-1-4</p><p></p><p>Statista. (2016). Number of League of Legends monthly active users (MAU) from 2011</p><p>to 2016 (in millions). https://www.statista.com/statistics/317099/number-lolregistered-</p><p>users-worldwide/</p><p></p><p>Statista. (2021). Share of online gamers in Malaysia in 2020, by age group.</p><p>https://www.statista.com/statistics/1117575/malaysia-age-breakdown-ofonline-</p><p>gamers/</p><p></p><p>Stavropoulos, V., Gentitle, D., & Motti-Stefanidi, F. (2015). A multilevel</p><p>longitudinal study of adolescent Internet addiction: The role of obsessivecompulsive</p><p>symptoms and classroom openness to experience. European</p><p>Journal of Developmental Psychology, 13(1), 99-114.</p><p>https://doi.org/10.1080/17405629.2015.1066670</p><p></p><p>Stavropoulos, V., Gomez, R., Mueller, A., Yucel, M., & Griffiths, M. D. (2020).</p><p>User-avatar bond profiles: How do they associate with disordered gaming?</p><p>Addictive Behaviors, 103, 106245.</p><p>https://doi.org/10.1016/j.addbeh.2019.106245</p><p></p><p>Stavropoulos, V., Kuss, D., Griffiths, M., & Motti-Stefanidi, F. (2016). A longitudinal</p><p>study of adolescent internet addiction: The role of conscientiousness and</p><p>classroom hostility. Journal of Adolescent Research, 31(4), 442-473.</p><p>https://doi.org/10.1177/0743558415580163</p><p></p><p>Stetina, B. U., Kothgassner, O. D., Lehenbauer, M., & Kryspin-Exner, I. (2011).</p><p>Beyond the fascination of online-games: Probing addictive behavior and</p><p>depression in the world of online-gaming. Computers in Human Behavior, 27,</p><p>473-479. https://doi.org/10.1016/j.chb.2010.09.015</p><p></p><p>Stone, A. L., Becker, L. G., Huber, A. M., & Catalano, R. F. (2012). Review of risk</p><p>and protective factors of substance use and problem use in emerging</p><p>adulthood. Addictive Behaviors, 37(7), 747-775.</p><p>https://doi.org/10.1016/j.addbeh.2012.02.014</p><p></p><p>Strittmatter, E., Kaess, M., Parzer, P., Fischer, G., Carli, V., Hoven, C. W.,</p><p>Wasserman, C., Sarchiapone, M., Durkee, T. Apter A., Bobes, J., Brunner, R.,</p><p>Cosman, D., Sisask, M., Vrnik, P., & Wasserman, D. (2015). Pathological</p><p>Internet use among adolescents: Comparing gamers and non-gamers.</p><p>Psychiatry Research, 228(1), 128135.</p><p>https://doi.org/10.1016/j.psychres.2015.04.029</p><p></p><p>Suler, J. (1996, May). Transference among people online. The psychology of</p><p>cyberspace. http://www-usr.rider.edu/~suler/psycyber/transference.html</p><p></p><p>Suler, J. (1999, June). Avatar psychotherapy. The psychology of cyberspace.</p><p>http://users.rider.edu/~suler/psycyber/avatarther.html</p><p></p><p>Suler, J. (2004, February). Personality types in cyberspace. The psychology of</p><p>cyberspace. http://www-usr.rider.edu/~suler/psycyber/persontypes.html</p><p></p><p>Sussman, S., & Arnett, J. J. (2014). Emerging adulthood: Developmental period</p><p>facilitative of the addictions. Evaluation & the Health Professions, 37(2), 147-</p><p>155. https://doi.org/10.1177/0163278714521812</p><p></p><p>Swendsen, J. D., & Merikangas, K. R. (2000). The comorbidity of depression and</p><p>substance use disorders. Clinical Psychology Review, 20(2), 173-189.</p><p>https://doi.org/10.1016/S0272-7358(99)00026-4</p><p></p><p>Tng, S. T., Ho., K. H., & Low, S. K. (2018). Are you phubbing me? The</p><p>determinants of phubing behavior and assessment of measurement invariance</p><p>across sex differences. International and Multidisciplinary Journal of Social</p><p>Sciences, 7(2), 159-190. https://doi.org/10.17583/rimcis.2018.3318</p><p></p><p>Tabachnick, B. G. & Fidell, L. S. (2019) Using Multivariate Statistics (7th ed.). Allyn</p><p>and Bacon.</p><p></p><p>Tan, W. (2004). Research design 1: Case studies in practical research methods (2nd</p><p>ed.). Prentice Hall.</p><p></p><p>Tang, C. S. K., Wu, A. M. S., Yan, E. C. W., Ko, J. H. C., Kwon, J. H., Yogo, M.,</p><p>Gan, Y. Q., Koh, Y. Y. W. (2018). Relative risks of Internet-related addictions</p><p>and mood disturbances among college students: A 7-country/region</p><p>comparison. Public Health, 165, 1625.</p><p>https://doi.org/10.1016/j.puhe.2018.09.010</p><p></p><p>Taylor, T. (2006). Does WoW change everything? Games and Culture, 1, 318-337.</p><p>https://doi.org/10.1177/1555412006292615</p><p></p><p>Teddlie, C., & Yu, F. (2007). Mixed methods sampling: A typology with examples.</p><p>Journal of Mixed Methods Research, 1(1), 77-100.</p><p>https://doi.org/10.1177/2345678906292430</p><p></p><p>Tehseen, S., Ramayah, T., & Sajilan, S. (2017). Testing and controlling for common</p><p>method variance: A review of available methods. Journal of Management</p><p>Sciences, 4(2), 142168. https://doi.org/10.20547/jms.2014.1704202</p><p></p><p>Tejeiro Salguero, R. A., & Morn, R. M. B. (2002). Measuring problem video game</p><p>playing in adolescents. Addiction, 97(12), 1601-1606.</p><p>https://doi.org/10.1046/j.1360-0443.2002.00218.x</p><p></p><p>Teng, C. I. (2010). Customization, immersion satisfaction, and online gamer loyalty.</p><p>Computers in Human Behavior, 26(6), 1547-1554.</p><p>https://doi.org/10.1016/j.chb.2010.05.029</p><p></p><p>Tennant, C. (2002). Life events, stress and depression: A review of recent findings.</p><p>Australian and New Zealand Journal of Psychiatry, 36, 173-182.</p><p>https://doi.org/10.1046/j.1440-1614.2002.01007.x</p><p></p><p>Thabane, L., Ma, J., Chu, R., Cheng, J., Ismaila, A., Rios, L. P., Robson, R., Thabane,</p><p>M., Giangregorio, L., & Goldsmith, C. H. A tutorial on pilot studies: The</p><p>what, why and how. BMC Med Res Methodol 10, 1 (2010).</p><p>https://doi.org/10.1186/1471-2288-10-1</p><p></p><p>Thomas, N. J., & Martin, F. H. (2010). Video-arcade game, computer game and</p><p>Internet activities of Australian students: Participation habits and prevalence</p><p>of addiction. Australian Journal of Psychology, 62, 5966.</p><p>https://doi.org/10.1080/00049530902748283</p><p></p><p>Tobias, R. D. (1997). An introduction to partial least squares regression. SAS</p><p>Institute.</p><p></p><p>Torgrud, L. J., Walker, J. R., Murray, L., Cox, B. J., Chartier, M., & Kjernisted, K.</p><p>D. (2004). Deficits in perceived social support associated with generalised</p><p>social phobia. Cognitive Behaviour Therapy, 33(2), 87-96.</p><p>https://doi.org/10.1080/16506070410029577</p><p></p><p>Trepte, S., Reinecke, L., & Juechems, K. (2012). The social side of gaming: How</p><p>playing online computer games creates online and offline social support.</p><p>Computers in Human Behaviour, 28(3), 832839.</p><p>https://doi.org/10.1016/j.chb.2011.12.003</p><p></p><p>Tyminski, R. (2018). Addiction to cyberspace: Virtual reality gives analysts pause for</p><p>the modern psyche. International Journal of Jungian Studies, 10(2), 91-102.</p><p>https://doi.org/10.1080/19409052.2017.1390483</p><p></p><p>Utz, S., Jonas, K. J., Tonkens, E. (2012). Effects of passion for Massively</p><p>Multiplayer Online Role-Playing Games on interpersonal relationships.</p><p>Journal of Media Psychology, 24(2), 77-86. https://doi.org/10.1027/1864-</p><p>1105/a000066</p><p></p><p>van Looy, J., Courtois, C., Vocht, M. D., & Marez, L. D. (2012). Player identification</p><p>in online games: Validation of a scale for measuring identification in</p><p>MMOGs. Media Psychology, 15, 197-221.</p><p>https://doi.org/10.1080/15213269.2012.674917</p><p></p><p>Vieira, E. W., Cerqueira, L. J., & Sobrinho Silva, G. (2018). Translating and adapting</p><p>the patient perception of integrated care survey to evaluate integrated care in</p><p>Brazil: Preliminary Results. International Journal of Integrated Care, 18(2),</p><p>1-8. https://doi.org/10.5334/ijic.s2227</p><p></p><p>Volkow, N. D. (2004). The reality of comorbidity: Depression and drug abuse.</p><p>Biological Psychiatry, 56(1), 714-717.</p><p>https://doi.org/10.1016/j.biopsych.2004.07.007</p><p></p><p>Vorderer, P. (2000). Interactive entertainment and beyond. In D. Zillmann & P.</p><p>Vorderer (Eds.), Media entertainment: The psychology of its appeal (pp. 21</p><p>36). Lawrence Erlbaum Associates Publishers.</p><p></p><p>Waggoner, Z. (2009). My avatar, my self: Identity in video role-playing games.</p><p>McFarland.</p><p></p><p>Wan, C. S., & Chiou, W. B. (2006). Psychological motives and online games</p><p>addiction: A test of flow theory and humanistic needs theory for Taiwanese</p><p>adolescents. CyberPsychology & Behavior, 9, 317-324.</p><p>https://doi.org/10.1089/cpb.2006.9.317</p><p></p><p>Wartberg, L., Kriston, L., & Kammerl, R. (2017). Associations of social support,</p><p>friends only known through the internet, and health-related quality of life with</p><p>internet gaming disorder in adolescence. Cyberpsychology, Behavior, and</p><p>Social Networking, 20(7), 436441. https://doi.org/10.1089/cyber.2016.0535</p><p></p><p>Watkins, E. R. (2009). Depressive rumination: Investigating mechanisms to improve</p><p>cognitive behavioural treatments. Cognitive Behaviour Therapy, 38(suppl. 1),</p><p>814. https://doi.org/10.1080/16506070902980695</p><p></p><p>Watts, M. (2016). Avatar self-identification, self-esteem, and perceived social</p><p>capital in the real world: A study of World of Warcraft players and their</p><p>avatars (Graduates theses).</p><p>https://www.proquest.com/openview/eabbc52725ff0cf0c1fc9ed3d96bf5c4/1</p><p>?pq-origsite=gscholar&cbl=18750</p><p></p><p>Weaver, J. B., Mays, D., Sargent Weaver, S., Kannenberg, W., Hopkins, G. L.,</p><p>Erolu, D., & Bernhardt, J. M. (2009). Health-risk correlates of video-game</p><p>playing among adults. American Journal of Preventive Medicine, 37(4), 299</p><p>305. https://doi.org/10.1016/j.amepre.2009.06.014</p><p></p><p>Wei, H. T., Chen, M. H., Huang, P. C., & Bai, Y. M. (2012). The association between</p><p>online gaming, social phobia, and depression: An Internet survey. BMC</p><p>Psychiatry, 12, 92. https://doi.org/10.1186/1471-244X-12-92</p><p></p><p>Weiner, B. (1985). An attribution theory of achievement motivation and emotion.</p><p>Psychological Review, 92(4), 548573.</p><p></p><p>Whang, L. S. M., & Chang, G. Y. (2004). Lifestyles of virtual world residents,</p><p>living in the on-line game, Lineage. Proceedings of the 2003 International</p><p>Conferences on Cyberworlds. https://doi.org/10.1109/cyber.2003.1253430</p><p></p><p>Wild, D., Grove, A., Martin, M., Eremenco, S., McElroy, S., Verjee-Lorenz, A., &</p><p>Erikson, P. (2005). Principles of good practice for the translation and cultural</p><p>adaptation process for patient-reported outcomes (pro) measures: Report of the</p><p>ISPOR task force for translation and cultural adaptation. Value in Health, 8(2),</p><p>94104. https://doi.org/10.1111/j.1524-4733.2005.04054.x</p><p></p><p>Wilkins, B., Boman, P., & Mergler, A. (2015). Positive psychological strengths and</p><p>school engagement in primary school children. Cogent Education, 2(1).</p><p>https://doi.org/10.1080/2331186x.2015.1095680</p><p></p><p>Willaby, H. W., Costa, D. S. J., Burns, B. D., MacCann, C., & Roberts, R. D.</p><p>(2014). Testing complex models with small sample sizes: A historical</p><p>overview and empirical demonstration of what Partial Least Sqaures (PLS)</p><p>can offer differential psychology. Personality and Individual Differences,</p><p>84, 7378. https://doi.org/10.1016/j.paid.2014.09.00</p><p></p><p>Windahl, S., Signitzer, B., & Olson, J. T. (2009). Using communication theory: An</p><p>introduction to planned communication (2nd ed.). SAGE Publications Ltd.</p><p></p><p>Winskel, H. (2020). Learning to read in multilingual Malaysia: A focus on Bahasa</p><p>Melayu, Tamil and Chinese. GEMA Online Journal of Language Studies,</p><p>20(1). 1-15. https://doi.org/10.17576/gema-2020-2001-01</p><p></p><p>Wittchen, H. U., & Beloch, E. (1996). The impact of social phobia on quality of</p><p>life. International Clinical Psychopharmacology, 11(suppl. 3), 15-23.</p><p>https://doi.org/10.1016/S0006-3223(97)87446-X</p><p></p><p>Wolfendale, J. (2007). My avatar, myself: Virtual harm and attachment. Ethics and</p><p>Information Technology, 9(2), 111119. https://doi.org/10.1007/s10676-</p><p>006-9125-z</p><p></p><p>Wolfer, L. T. (2007). Real research: Conducting and evaluating reseacrh in the</p><p>social sciences. Pearson/Allyn and Bacon.</p><p></p><p>World Health Organization (2019). Process of translation and adaptation of</p><p>instruments.</p><p>https://www.who.int/substance_abuse/research_tools/translation/en/</p><p></p><p>World Health Organization. (2003). Collaborative study on substitution therapy of</p><p>opioid dependence and HIV/AIDS general protocol.</p><p>https://www.who.int/substance_abuse/activities/substituion_therapy_opioid_d</p><p>ependence_general_protocol%20_v2.pdf?ua=1</p><p></p><p>World Health Organization. (2017). Depression and other common mental disorders:</p><p>Global health estimates. World Health Organization.</p><p>https://apps.who.int/iris/bitstream/handle/10665/254610/WHO-MSD-MER-</p><p>2017.2-eng.pdf</p><p></p><p>World Health Organization. (2021). Adolescent health in the South-East Asia region.</p><p>World Health Organization. https://www.who.int/southeastasia/healthtopics/</p><p>adolescent-health</p><p></p><p>Wu, A. M. S., Chen, J. H., Tong, K. K., Yu, S., & Lau, J. T. F. (2018). Prevalence and</p><p>associated factors of Internet gaming disorder among community-dwelling</p><p>adults in Macao, China. Journal of Behavioral Addictions, 7(1), 6269.</p><p>https://doi.org/10.1556/2006.7.2018.12</p><p></p><p>Wu, A. M., Li, J., Lau, J. T., Mo, P. K., & Lau, M. M. (2016). Potential impact of</p><p>Internet addiction and protective psychosocial factors onto depression</p><p>among Hong Kong Chinese adolescentsdirect, mediation and moderation</p><p>effects. Comprehensive Psychiatry, 70(1), 4152.</p><p>https://doi.org/10.1016/j.comppsych.2016.06.011</p><p></p><p>Wu, J. H., Wang, S. C., & Tsai, H. H. (2010). Falling in love with online games: The</p><p>uses and gratifications perspective. Computers in Human Behavior, 26, 1862-</p><p>1871. https://doi.org/10.1016/j.chb.2010.07.033</p><p></p><p>Wurff, R. (2011). Are news media substitutes? Gratifications, contents, and uses.</p><p>Journal of Media Economics, 24(3), 139-157.</p><p>https://doi.org/10.1080/08997764.2011.601974</p><p></p><p>Xia, B., Wang, H., & Zhou, R. (2017). What contributes to success in MOBA games?</p><p>An empirical study of Defense of the Ancients 2. Games and Culture.</p><p>https://doi.org/10.1177/1555412017710599</p><p></p><p>Xu, C. Y., Ryan, S. D., Prybutok, V. R.., & Wen, C. (2012b). It is not for fun: An</p><p>examination of social network site usage. Information & Management, 49,</p><p>210-217. https://doi.org/10.1016/j.im.2012.05.001</p><p></p><p>Xu, Z. C., Turel, O., & Yuan, Y. F. (2012a). Online game addiction among</p><p>adolescents: Motivation and prevention factors. European Journal of</p><p>Information Systems, 21(3), 321-340. https://doi.org/10.1057/ejis.2011.56</p><p></p><p>Yaghmaei, F. (2003). Content validity and its estimation. Journal of Medical</p><p>Education, 3, 25-27.</p><p></p><p>Yang, C., & Liu, D. (2017). Motives matter: Motives for playing Pokmon go and</p><p>implications for well-being. Cyberpsychology, Behavior, and Social</p><p>Networking, 20(1), 5257. https://doi.org/10.1089/cyber.2016.0562</p><p></p><p>Yang, P., Harrison, B., & Roberts, D. L. (2014). Identifying patterns in combat that</p><p>are predictive of success in MOBA games. Proceedings of the Foundations of</p><p>Digital Games 2014 Conference (FDG 14).</p><p>https://people.engr.ncsu.edu/dlrober4/papers/fdg14-combat.pdf</p><p></p><p>Yassir, Y. A., Mclntyre, G. T., & Bearn, D. R. (2016). Three questionnaires to assess</p><p>the perception of fixed orthodontic therapy before, during and after treatment:</p><p>Validity and reliability. European Journal of Orthodontics, 39(4), 402-410.</p><p>https://doi.org/10.1093/ejo/cjw076</p><p></p><p>Yee, A., Mat Yassim, A. R., Loh, H. S., Ng, C. G., & Tan, K-A. (2015). Psychometric</p><p>evaluation of the Malay version of the Montgomery-Asberg Depression</p><p>Rating Scale (MADRS-BM). BMJ Psychiatry, 15(1), 1-6.</p><p>https://doi.org/10.1186/s12888-015-0587-6</p><p></p><p>Yee, N. (2002, October). Understanding MMORPG addiction.</p><p>http://www.nickyee.com/hub/addiction/home.html</p><p></p><p>Yee, N. (2007). Motivations for play in online games. Cyberpsychology & Behavior,</p><p>9(6), 772-775. https://doi.org/10.1089/cpb.2006.9.772</p><p></p><p>Yee, N. (2014). The Proteus paradox: How online games and virtual worlds change</p><p>us-and how they don't. Yale University Press.</p><p></p><p>Yee, N., Bailenson, J. N., & Ducheneaut, N. (2009). The Proteus effect: Implications</p><p>of transformed digital self-representation on online and offline behavior.</p><p>Communication Research, 36(2), 285312.</p><p>https://doi.org/10.1177/0093650208330254</p><p></p><p>Yeh, Y. C., Wang, P. W., Huang, M. F., Lin, P. C., Chen, C. S., & Ko, C. H. (2017).</p><p>The procrastination of Internet gaming disorder in young adults: The clinical</p><p>severity. Psychiatry Research, 254, 258262.</p><p>https://doi.org/10.1016/j.psychres.2017.04.055</p><p></p><p>Yen, J. Y., Ko, C. H., Yen, C. F., Wu, H. Y., & Yang, M. J. (2007). The comorbid</p><p>psychiatric symptoms of Internet addiction: Attention deficit and hyperactivity</p><p>disorder (ADHD), depression, social phobia, and hostility. Journal of</p><p>Adolescent Health, 41(1), 93-98.</p><p>https://doi.org/10.1016/j.jadohealth.2007.02.002</p><p></p><p>Ylmaz, E., Yel, S., & Griffiths, M. D. (2018). The impact of heavy (excessive) video</p><p>gaming students on peers and teachers in the school environment: A qualitative</p><p>study. Addicta: The Turkish Journal on Addiction, 5, 147161.</p><p>http://dx.doi.org/10.15805/addicta.2018.5.2.0035</p><p></p><p>Yoon, T., & Cheon, H. (2013). Game playing as transitional cultural practice: A case</p><p>study of Chinese gamers and Korean MMORPGs. International Journal of</p><p>Cultural Studies, 17(5), 469-483. https://doi.org/10.1177/1367877913505172</p><p></p><p>You, S., Kim, E., & Lee, D. (2017). Virtually real: Exploring avatar identification</p><p>in game addiction among massively multiplayer online role-playing games</p><p>(MMORPG) players. Games and Culture, 12(1), 56-71.</p><p>https://doi.org/10.1177/1555412015581087</p><p></p><p>Yusof, T. A. (2019, October 1). Plan for e-sports in schools gets mixed response. New</p><p>Straits Times. https://www.nst.com.my/news/nation/2019/10/526088/plan-esports-</p><p>schools-gets-mixed-response</p><p></p><p>Zeng, L. (2011). More than audio on the go: Uses and gratifications of MP3 players.</p><p>Communication Research Reports, 28(1), 97-108.</p><p>https://doi.org/10.1080/08824096.2011.541367</p><p></p><p>Zhong, Z. J., & Yao, M. Z. (2013). Gaming motivations, avatar-self-identification and</p><p>symptoms of online game addiction. Asian Journal of Communication, 23(5),</p><p>555-573. https://doi.org/10.1080/012929986.2012.748814</p><p></p><p>Zhou, M., & Xiaomei, W. (2017). Introduction: Understanding language management</p><p>and multilingualism in Malaysia. International Journal of the Sociology of</p><p>Language, 2017(244), 116. https://doi.org/10.1515/ijsl-2016-0054</p><p></p><p>Zisook, S., Shuchter, S. R., Pedrelli, P., Sable, J., & Deaciuc, S. C. (2001). Bupropion</p><p>sustained release for bereavement: Results of an open trial. The Journal of</p><p>Clinical Psychiatry, 62(4), 227230. https://doi.org/10.4088/jcp.v62n0403</p><p></p><p>Zou, K. H., OMalley, A. J., & Mauri, L. (2007). Receiver-operating characteristic</p><p>analysis for evaluating diagnostic tests and predictive models. Circulation,</p><p>115(5), 654657. https://doi.org/10.1161/circulationaha.105.594929</p><p></p> |