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...

Full description

Saved in:
Bibliographic Details
Main Author: Tng, Soo Ting
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>