The DOI matches its Crossref record; 6 of the 6 references it cites were found in a registry or an index.
The Psychology of Massively Multi-User Online Role-Playing Games: Motivations, Emotional Investment, Relationships and Problematic Usage
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Citations
Cites
How We Became Posthuman: Virtual Bodies in Cybernetics, Literature, and Informatics
Hayles, N. K. (1999) · doi:10.7208/chicago/9780226321394.001.0001 · Cited by 5,284
Computer-Mediated Communication: Impersonal, Interpersonal, and Hyperpersonal Interaction
WALTHER, J. B. (1996) · Communication Research · doi:10.1177/009365096023001001 · Cited by 4,798 · cited 1×
“finding resonates with Walther’s [ 34 ] notion of the hyperpersonal effects of computer-mediated”
BackgroundGosling, S. D., Vazire, S., Srivastava, S., & John, O. P. (2004) · American Psychologist · doi:10.1037/0003-066x.59.2.93 · Cited by 2,932 · cited 1×
“Lack of motivation and integrity in web-based surveys are two potential concerns, but studies have shown that web-based respondents are typically highly-motivated due to self-selection and anonymity does not have an adverse affect on data integrity (for review, see [ 29 ]).”
BackgroundVideo games and aggressive thoughts, feelings, and behavior in the laboratory and in life.
Anderson, C. A., & Dill, K. E. (2000) · Journal of Personality and Social Psychology · doi:10.1037/0022-3514.78.4.772 · Cited by 1,778
Blascovich, J., Loomis, J., Beall, A. C., Swinth, K. R., Hoyt, C. L., & Bailenson, J. N. (2002) · Psychological Inquiry · doi:10.1207/s15327965pli1302_01 · Cited by 1,280
Yee, N. (2006) · Presence: Teleoperators and Virtual Environments · doi:10.1162/pres.15.3.309 · Cited by 1,276
Self-citation
Cited by
Internet Gaming Addiction: A Systematic Review of Empirical Research
Kuss, D. J., & Griffiths, M. D. (2012) · International Journal of Mental Health and Addiction · doi:10.1007/s11469-011-9318-5 · Cited by 1,113
How bodies matter: five themes for interaction design
Klemmer, S. R., Hartmann, B., & Takayama, L. (2006) · Proceedings of the 6th conference on Designing Interactive systems · doi:10.1145/1142405.1142429 · Cited by 645
Problematic internet use and psychosocial well-being among MMO players
Caplan, S., Williams, D., & Yee, N. (2009) · Computers in Human Behavior · doi:10.1016/j.chb.2009.06.006 · Cited by 449
Self-citationRetail spatial evolution: paving the way from traditional to metaverse retailing
Bourlakis, M., Papagiannidis, S., & Li, F. (2009) · Electronic Commerce Research · doi:10.1007/s10660-009-9030-8 · Cited by 286
Achab, S., Nicolier, M., Mauny, F., Monnin, J., Trojak, B., Vandel, P., Sechter, D., Gorwood, P., & Haffen, E. (2011) · BMC Psychiatry · doi:10.1186/1471-244x-11-144 · Cited by 210
Metadata
- Authors
- Yee, N.
- Venue
- Computer Supported Cooperative Work
- Publisher
- Springer-Verlag
- Published
- 2006-07-07
- Pages
- 187-207
- OpenAlex
- W112853553
- Cited by
- 267
- References
- 6
- FWCI
- 46.68
- Type
- book chapter
- Language
- en
- Open access
- closed
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- CoChat. (2026). Citation check: The Psychology of Massively Multi-User Online Role-Playing Games: Motivations, Emotional Investment, Relationships and Problematic Usage. https://app.cochat.ai/papers/10.1007/1-4020-3898-4_9
- The paper
- Yee, N. (2006). The Psychology of Massively Multi-User Online Role-Playing Games: Motivations, Emotional Investment, Relationships and Problematic Usage. Computer Supported Cooperative Work. https://doi.org/10.1007/1-4020-3898-4_9
Data sources
Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.