This time it's all the tropes in my favorite fics! Limited to one fic per author, and I tried to include other authors than on my A-Z classics list.
A lternate Universe(s) - A Vintage Exceptionally to Your Liking by EmmyAngua (95K, E): A love story across alternate dimensions.
B DSM - Shames and Praises by s0mmerspr0ssen (51K, E): D/s AU with Dom!John / sub!Sherlock.
C rossover - More Things Than Are Dreamt Of by 1electricpirate (37K, M-E): HP crossover with Wizard!John / Muggle!Sherlock.
D omesticity - Where Else Would I Be? by cwb (34K, E): Retirement in Sussex with flashbacks.
E stablished Relationship - Breakable Not Broken by MissDavis (227K, E): Dealing with permanent injury together.
F uture - Software Malfunction by tiger_in_the_flightdeck (16K, E): Sherlock is a Companion android with a malfunction.
G en - The Green Blade by verityburns (72K, T): Serial killer casefic.
H istorical - The Beast of Baskerville by Mildredandbobbin (74K, E): 15th Century/fairy tale AU.
I llness - On Pins and Needles by 7PercentSolution, J_Baillier (588K, G-E): Sherlock contracts Guillain-Barré syndrome.
J ealousy - White Knight by DiscordantWords (69K, M): Sherlock fakes a relationship with Janine, to John's distress.
K idfic - Intentions by KeelieThompson1 (216K, G-M): Sherlock discovers he is the father of 10-year-old John.
L ongfic - Sketchy by serpentynka (876K, E): Johnlock and Mycroft/OMC slow-burn casefic(s).
M agical Realism - Shatter the Darkness (Let the Light In) by MojoFlower (109K, E): Sherlock is a djinn.
N SFW - The Great Sex Olympics of 221B by XistentialAngst (58K, E): Sherlock and John compete to see who's better at sex.
O megaverse - The Illusion of Control by starrysummernights (253K, E): Alpha!Sherlock / Omega!Johnwith mpreg.
P arentlock - The James Holmes Chronicles by prettyvk (338K, T-E): Sherlock and John raise Moriarty's son.
Q ueer Representation - The Adventure of the Consulting Woman by DancingGrimm (56K, E): Trans character assists in a case.
R etirement - Through the Clouds by Mazarin221b (20K, E): Sherlock and John retire to Sussex.
S oulmates - Colors by Quesarasara (140K, E): When you meet your soulmate, you finally see the world in color.
T eenlock - The Frost is All Over by Chryse (148K, E): 19th-century AU, Sherlock is an Earl's son and John is a commoner.
U ndercover - Corpus Hominis by mycapeisplaid (47K, E): Posing as a couple at a spa retreat.
V ampires - Bleed Me Out by antietamfalls (87K, E): Vampire!Sherlock with whump, hurt/comfort, and fluff.
W hump - All the Best and Brightest Creatures by wordstrings (188K, E): Moriarty is back and out for blood.
X enomorphism - Names for the Galaxy by evadne (191K, E): 22nd-century Alien!Sherlock.
Y enta* - May Your Heart Purr Like A Bumblebee by destinationtoast (14K, M): Harry helps Johnlock happen.
Z oomorphism** - The Horse and His Doctor by khorazir (128K, T): Vet!John and Horse!Sherlock.
*Used here to mean a female character playing matchmaker. Y-word tropes are hard, you guys!
**Not sure this is technically correct, but I'm using it here to mean fics in which a character has animal form. Z-word fanfic tropes are also hard and I already used zombies on my previous list!
Development and Course- Early Life and School Children
Let's take a look at how ADHD develops across different developmental stages in life:
Many parents observe excessive motor activity when the child is a toddler, but it is very difficult to differentiate symptoms from normative behaviours before 4 years of age (DSM-5). Although ADHD is typically diagnosed during school years, there is an increasing tendency for it to observed during preschool (Posner et al., 2007). We can see manifestations of ADHD in preschool children, like high activity levels, poor inhibition control, attention problems, but they are normative for that age group. However in clinical cases, these behaviours are more pronounced and can result in risky behaviour, physical injury, bad conduct through multiple settings, etc (Egger, Kondo & Angold, 2006).
During school age, diagnosis is more common because disruptiveness and academic difficulties are easily noticeable. "School aged children with ADHD show impairment in the form of academic grades, family and peer relationships, and have elevated rates of psychiatric comorbidity" (Reebye, 2008). In most individuals the symptoms of hyperactivity decreases and symptoms of inattention become more prevalent (DSM-5).
References:
1. American Psychiatric Association. (2013). Diagnostic and statistical manual of mental disorders (5th ed.). https://doi.org/10.1176/appi.books.9780890425596
2. Posner, K., Melvin, G. A., Murray, D. W., Gugga, S. S., Fisher, P., Skrobala, A., Cunningham, C., Vitiello, B., Abikoff, H. B., Ghuman, J. K., Kollins, S., Wigal, S. B., Wigal, T., McCracken, J. T., McGough, J. J., Kastelic, E., Boorady, R., Davies, M., Chuang, S. Z., Swanson, J. M., … Greenhill, L. L. (2007). Clinical presentation of attention-deficit/hyperactivity disorder in preschool children: the Preschoolers with Attention-Deficit/Hyperactivity Disorder Treatment Study (PATS). Journal of child and adolescent psychopharmacology, 17(5), 547–562. https://doi.org/10.1089/cap.2007.0075
3. Egger, H. L., Kondo, D., & Angold, A. (2006). The epidemiology and diagnostic issues in preschool attention-deficit/ hyperactivity disorder: A review. Infants & Young Children, 19(2), 109–122. https://doi.org/10.1097/00001163-200604000-00004
4. Reebye P. (2008). Attention–Deficit Hyperactivity Disorder: A Handbook For Diagnosis And Treatment, Third Edition. Journal of the Canadian Academy of Child and Adolescent Psychiatry, 17(1), 31–33.
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To the early civilizations, 'mental illnesses' were the domain of supernatural forces and demonic possession. Hippocrates and diagnosticians of the 19th century favored the humours. Lunar influence and sorcery and witchcraft are timeless culprits. In the early 20th century, it was somatogenic.[i] The biological approach argues that "mental disorders are related to the brain's physical structure and functioning." [ii] The pharmacological approach promotes it as an imbalance in brain chemistry. The 1st Diagnostic and Statistical Manual of Mental Illness (1952) was produced to address the influx of veteran shell shock (PTSD) and leaned heavily on environmental and biological causes.
One only needs the American Psychological Association's [iii] definition of neurosis to comprehend the mental health community's pathographic focus. The 90-word overview contains the following words: distressing, irrational, obsessive, compulsive, dissociative, depressive, exaggerated, unconscious, conflicts, anxiety, disorders. The 3rd
Diagnostic and Statistical Manual of Mental Disorders (DSM-3) abandoned the word 'neurosis' in 1980, but it remains the go-to term in the mental health community. Its etymology is the Greek neuron 'nerve' and the modern Latin -osis 'abnormal condition.' Coined by a Scottish physician in 1776, neurosis was then defined as functional derangement arising from disorders of the nervous system.
U.S. government agencies define mental illness as a "diagnosable mental, behavioral, or emotional disorder of sufficient duration to meet diagnostic criteria" that can "result in functional impairment which substantially interferes with or limits one or more major life activities." [iv] This 'defective' emphasis has been the overriding psychiatric perspective for over a century. By the 1952 publication of DSM-1, the focus had drifted from pathology (the science of the causes and effects of diseases) to pathography (the delineation of a person's psychological disorders, categorizing them to facilitate diagnosis). 'Pathos' is the Greek word for 'suffering' and the root of pathetic, and 'graphy' is its biographic rendering. Pathography is the history of an individual's suffering, aka, a morbid biography. Pathography focuses "on a deficit, disease model of human behaviour," whereas the wellness model focuses "on positive aspects of human functioning." [v]
Realistically, most terms for mental illness cannot be eliminated from the culture. Unfortunately, the negative implications of the term and its derivatives promulgate perceptions of incompetence, ineptitude, and undesirability. It is the dominant source of stigma, shame, and self-denigration. In deference to a wellness paradigm, we choose the word 'disorder'―defined as a correctable inability to function healthily or satisfactorily―over historical terms of pathographic influence.
There are four stages to any illness: susceptibility, onset, gestation, and manifestation. A disorder onsets (client is infected) and manifests (client is affected)―there can be no disagreement about that. Childhood/adolescent exploitation creates the susceptibility to the onset of a disorder, and the holism of the host―mind, body, spirit, and emotions―nurtures it.
Carl Roger's study of homeodynamics, or the cooperation of human system components to maintain physiological equilibrium, produced the word 'complementarity' to define simultaneous mutual interaction. All human system components must work in concert; they cannot function alone. Integrality describes the inter-cooperation of the human system and the environment and social fields. A disorder is not biologic, hygienic, neurochemic, or psychogenic, but a collaboration of these and other approaches administered by the mind, body, spirit, and emotions (MBSE) working in concert.
There is no legitimate argument against mind-body collaboration in disease and wellness. Emotions are reactive to the mind and body; spirit's participation merits explanation. First, spirit is not 'super,' but it is a natural component of human development. While some suggest spirit as the seat of emotions and character, the three are distinct entities. Spirit forms the definitive or typical elements in the character of a person. Emotions are the expressions of those qualities, responsive to the mind and body.[vi]
We all have disorders. They come in different intensities and affect each of us individually. There are at least nine clinical types of depression, five significant forms of anxiety, and four types of obsessive-compulsive disorder; their impacts can be mild, moderate, or severe. Some people adapt quite nicely and get on with their lives. Others incorporate it into their personalities―the cranky boss, clinging partner, temperamental neighbor. We designed this Blog for those of us whose lives are negatively impacted by their disorder.
Childhood/adolescent susceptibility to all disorders is plausible because, statistically, 89% of onset happens during adolescence.[vii] However, because symptoms can remain dormant until they manifest in the adult, statistics are indeterminate. This paper posits that childhood/adolescent-onset or susceptibility to onset is total. Claims or 'evidence' that onsets occur later in life do not impact the argument that susceptibility to onset originates during childhood/adolescence.
Anything that interferes with a child's social development is detrimental to adolescent and adult emotional health. Childhood/adolescent exploitation or abuse is a generic term to describe a broad spectrum of experiences that interfere with their optimal physical, cognitive, emotional, and social development.[viii] Any number of situations or events can trigger the susceptibility to onset; it could be hereditary, environmental, or some traumatic experience.[ix] Inheritability is rare and susceptible to other factors, and traumatic experience is environmental.
Despite the implication of intentionality in the words' abuse.' and 'exploitation,' much can be perceptual. A toddler who senses abandonment when a parent is preoccupied could develop emotional issues[x] Onset or susceptibility to onset should never be considered the child/adolescent's fault and may be no one's fault.
Undoubtedly, this sociological model conflicts with moral models that claim, "mental illness is onset controllable, and persons with mental illness are to blame for their symptoms," [xi] or that mental illness is God's punishment for sin or amoral behavior.
The cumulative evidence that childhood and adolescent occasions and events are the primary causal factor in lifetime emotional instability has been well-established. This exploitation interferes with the optimal physical, cognitive, emotional, and social development of the child. Most importantly, it affects our self-esteem, which administrates all our positive self-qualities (self-respect, -reliance, -compassion, -worth, and so on). These are the intangible qualities that make up our character, our goodness, our spirit. Our self-esteem is reactive to―and, in turn, impacts―our body, mind, and emotions. They all work together in concert. If one is affected, all are affected.
Again, it is crucial to recognize the adolescent/child is not responsible for the disorder. Quite possibly, no one is at fault. Playing the blame game only distracts from the solution. The critical question is, what are we going to do about it?
References
[i] Bertolote, J. (2008). The roots of the concept of mental health. World Psychiatry, 7(2): 113-116 (2008). doi: 10.1002/j.2051-5545.2008.tb00172.x; Farreras, I. G. (2020). History of mental illness. In R. Biswas-Diener & E. Diener (Eds), Noba textbook series: Psychology. Champaign, IL: DEF publishers. http://noba.to/65w3s7ex
[ii] McLeod, S. (2018). The Medical Model. (Online.) Simply Psychology. https://www.simplypsychology.org/medical-model.html
[iii] APA. (2020). Neurosis. (Online definition.) Dictionary of Psychology. American Psychological Association. Washington, DC: American Psychological Association. https://dictionary.apa.org/neurosis Accessed 05 April 2020.
[iv] Salzer, M. S., Brusilovskiy, E., & Townley, G. (2018). National Estimates of Recovery-Remission from Serious Mental Illness. Psychiatric Services, 69(5) 523-528 (2018). https://doi.org/10.1176/appi.ps.201700401; SAMSHA. (2017). 2017 National Survey on Drug Use and Health (NSDUH) by the Substance Abuse and Mental Health Services Administration. (Rockville, MD: SAMHSA. https://www.nimh.nih.gov/health/statistics/mental-illness.shtml#:~:text=Serious%20 mental%20illness%20(SMI)%20is,or%20more%20major%20life%20activities.
[v] Mayer, C.-H., & May, M. (2019). The Positive Psychology Movement. PP1.0 and PP2.0. In C-H Mayer and Z. Kőváry (Eds.), New Trends in Psychobiography (pp. 155-172). Springer Nature Switzerland. https://doi.org/10.1007/978-3-030-916953-4_9.
[vii] Baron, M., Gruen, R., Asnis, l., Kane, J. (1983). Age-of-onset in schizophrenia and schizotypal disorders. Clinical and genetic implications. Neuropsychobiology,10(4):199-204 (1983). doi:10.1159/000118011; Kessler, R. C., Berglund, P., Demler, O., Jin, R., Merikangas, K. R., & Walters, E. E. (2005). Lifetime Prevalence and Age-of-Onset Distributions of DSM-IV Disorders in the National Comorbidity Survey Replication. Arch Gen Psychiatry; 62(6):593–602 (2005). doi:10.1001/archpsyc.62.6.593; Jones, P. (2013). Adult mental health disorders and their age at onset. British Journal of Psychiatry, 202(S54), S5-S10. doi:10.1192/bjp.bp.112.119164
[viii] Steele, B.F. (1995). The Psychology of Child Abuse. Family Advocate, 17 (3). Washington, DC: American Bar Association.
[ix] Mayoclinic. (2019). Mental Illness. (Online.) Mayo Clinic. https://www.mayoclinic.org/diseases-conditions/mental-illness/symptoms-causes/syc-20374968; NIH. (2019). Child and Adolescent Mental Health. (Online.) National Institute of Health. https://www.nimh.nih.gov/health/topics/child-and-adolescent-mental-health/index.shtml
[x] Lancer, D. (2019). What is Self-Esteem? (Online.) PsychCentral. https://psychcentral.com/lib/what-is-self-esteem/ Accessed 19 November 2019.
[xi] Corrigan, P. (2006). Mental Health Stigma as Social Attribution: Implications for Research Methods and Attitude Change. Clinical Psychology Science and Practice, 7(1), 48-67 (2006). Doi:10.1093/clipsy.7.1.48.
With the development of network technologies, more and more people begin to use various social media applications such as Instagram, Facebook and WhatsApp. Relevant studies suggest that about 77% of internet users own or use social media in the United Kingdom, and about 20% of teens use social media software for at least 5 hours every day (Zendle & Jones,2019). Such high-frequency use makes people extremely worried about the use of social media. In particular, people begin to worry about the influence of social media on teens. One of main causes of such concern is social media addiction.
At present, the definition of “social media addiction” is still ambiguous and controversial. The concept of “social media addiction” has not been recognized by the fifth edition of the Diagnostic and Statistical Manual of Mental Disorders (DSM-V) or the eleventh edition of International Classification of Diseases yet. In a sense, it is reasonable to compare “social media addiction” with gambling addiction and alcohol addiction. However, for “social media addiction”, there is a lack of substance-related inferences similar to those for gambling addiction and alcohol addiction (Zendle & Jones,2019). At the same time, Ferguson (2018) proposed that technology is not a drug, and comparing social media addiction with drug abuse is unfounded. Therefore, social media addiction cannot be accurately defined at this stage, and social media addiction should not be defined as a mental illness.
“Social media addiction” objectively exists in a certain form in reality, though its definition is ambiguous. The analysis of Facebook is an example: Facebook owns more than 2.3 billion users, of which 1.5 billion are daily users. As a social media platform, it offers its users, especially those with depression and anxiety, a place where they can adjust their mood and improve their sense of happiness. However, from another perspective, the long-term use of Facebook will have a negative influence on satisfaction with life. As Facebook helps to build psychological dependence, its users cannot help but keep an online state all the time, leading to uncontrolled use and pathological discomfort. This phenomenon is called “Facebook addiction” (Brailovskaia, Margraf and Köllner, 2019), which is just one of many examples of social media addiction. More studies suggest that this is the case for other social media. For example, the use of Instagram is potentially addictive, especially for British young people. (Griffiths and Kuss, 2017) Social media addiction is particularly evident in China. Due to Chinese government's control of the Internet, Western social media such as Facebook and Instagram are restricted in mainland China, but this does not mean that social media addiction does not exist in China. The most typical example is WeChat. In related data, 94% of users log in to WeChat every day in China, 66% of them check at least ten times a day, and even more surprising is that 55% of users spend at least every day an hour on WeChat. (Xue et al., 2018) So in real life, social media addiction exists objectively.
The cause of social media addiction can also be described as the attractiveness of social media to the public, which largely depends on the design of social media companies. Harris (2016) proposed the view that technology hijacks people's psychological weaknesses. Specifically, The first is that Social apps function like “slot machines” whose key factor lies in “an intermittent and mutable reward”. For instance, the users of Instagram would expect for “likes” of their contents from others, but the random nature of these “likes” means that they’d have to keep refreshing the app. Secondly is to make people afraid to miss it, even if it is only a 1% chance. First make people think that social software is an important source of information, and then use people ’s fear of missing, so as to form the idea in people ’s mind that if they cancel a subscription or uninstall the App, they may miss important information. Thirdly, humans always regard the sense of social recognition as one of their loftiest motivations, but it is now subject to the manipulation of technology companies. An example could be cited from Facebook that its users gain a sense of social recognition by receiving attention and “likes” from others.; Fourthly, an endless loop. The best example comes down to YouTube videos, which, after reaching to the end of one video, would automatically play the next one in an endless loop that prevents users from quitting.
Generally speaking, the definition of “social media addiction” is still ambiguous and very controversial for the time being. However, social media addiction does exist in real life. Reasons for such a phenomenon are various. The influence of social media addiction on society is increasing. If we want to effectively control its negative influence, the most important means is to reach a consensus on social media addiction in the field of social media addiction research. Like this, researchers and clinicians can make joint effort. Furthermore, an effective communication mechanism should be built among stakeholders to evaluate social media addiction and relevant behaviors in a reliable and effective manner. In addition, it’s important to propose specific therapies to reduce the negative influence of social media addiction. (Griffiths and Kuss, 2017)
Reference:
Brailovskaia, J., Margraf, J. and Köllner, V. (2019). Addicted to Facebook? Relationship between Facebook Addiction Disorder, duration of Facebook use and narcissism in an inpatient sample. [online] Doi-org.ezproxy.brunel.ac.uk.
Ferguson, C. (2018). Technology is Not a Drug: Debunking the Biggest Myths About 'Technology Addiction'. [online] Undark Magazine.
Griffiths, M. and Kuss, D. (2017). Social Networking Sites and Addiction: Ten Lessons Learned.
Harris, T. (2016). How Technology Hijacks People’s Minds.
Xue, Y., Dong, Y., Luo, M., Mo, D., Dong, W., Zhang, Z. and Liang, H. (2018). Investigating the impact of mobile SNS addiction on individual’s self-rated health. [online] Www-emerald-com.ezproxy.brunel.ac.uk.
Zendle, D. and Jones, H. (2019). Is excessive use of social media an addiction?. [online] Doi-org.ezproxy.brunel.ac.uk.
Amianto, F., Ottone, L., Abbate Daga, G., & Fassino, S. (2015). Binge-eating disorder diagnosis and treatment: a recap in front of DSM-5. BMC Psychiatry, 1570. doi:10.1186/s12888-015-0445-6
Gratwick-Sarll, K., Mond, J., & Hay, P. (2013). Self-Recognition of Eating-Disordered Behavior in College Women: Further Evidence of Poor Eating Disorders “Mental Health Literacy”?. Eating Disorders, 21(4), 310-327. doi:10.1080/10640266.2013.797321
Nagl, M., Jacobi, C., Paul, M., Beesdo-Baum, K., Höfler, M., Lieb, R., & Wittchen, H. (2016). Prevalence, incidence, and natural course of anorexia and bulimia nervosa among adolescents and young adults. European Child & Adolescent Psychiatry, 25(8), 903-918. doi:10.1007/s00787-015-0808-z
Quick, V., Byrd-Bredbenner, C., Shoff, S., White, A. A., Lohse, B., Horacek, T., & ... Greene, G. (2016). Relationships of Sleep Duration With Weight-Related Behaviors of U.S. College Students. Behavioral Sleep Medicine, 14(5), 565-580.
Mastery Journal: Operant Conditioning in the Games Industry – Outline
This author’s research has been centered on the topic of videogame addiction, especially regarding the implementation of variable reward schedules in mobile and free-to-play games to target users normally referred to as whales. The ethical implication of such measures, as well as situations where they have been regulated by the government, have been studied as well.
Topics of interest:
· Operant conditioning: people and animals can be conditioned to perform repetitive actions based on a reward schedule (Dowling, 1973; McLeod, 2015);
· Reward schedules: different types of reward schedules, such as fixed ratio, fixed interval, variable ratio, variable interval, and continuous, have different levels of response and extinction when applied to animals (Leslie, 2016; McLeod, 2015);
· Gambling: Casinos have historically implemented specific reward schedules based on the science of operant conditioning, and certain video games have done the same (Blaszczynski et al., 1986; Johansson et al., 2009);
· Addiction: according to the DSM-V, Diagnostic and Statistical Manual of Mental Disorders 5, as well as other sources, people can get addicted to gambling, internet and online gaming to a pathologically concerning level (Chóliz & Chóliz, 2016; Hyun et al., 2015);
· Game design: there are mixed feelings in the games industry when it comes to designs that are centered around variable reward schedules and targeting of whale players – it is interesting to read different points of views and study game design alternatives (Breeze, 2013; Flanagan, 2014; Rose, 2013; Smith, 2014);
· Loot boxes: this design technique alongside other forms of micro-transactions have recently made their way into a lot of games of diverse genres and platforms, and are being received with outrage by some segments of the gaming community (Alexandra, 2017; Dingman, 2017; Wiltshire, 2017);
· Excessive gaming: playing specific types of games for too long has been associated with negative psychosocial variables, as well as low self-esteem, low academic performance and signs of brain atrophy (Kuss & Griffiths, 2012; Toker & Baturay, 2016; West et al., 2017);
· External regulation: some countries have implemented measures to regulate game design in the hope to avoid the previously described issues, and there might be value in doing so (Davis, 2009; Griffiths, 2008);
· Self-regulation: decreasing reward acquired by players over the duration of a play session or inviting players to take breaks from the game they’re playing after a certain amount of time are reasonable ways to avoid excessive play (Despain et al., 2012; Schrier & Gibson, 2010).
References
Alexandra, H. (2017). Loot boxes are designed to exploit us. Kotaku. Retrieved from
Blaszczynski, A. P., Wilson, A. C., & McConaghy, N. (1986). Sensation seeking and
pathological gambling. British Journal of Addiction, 81, 113-117.
Breeze, M. (2013). A quiet killer: Why video games are so addictive. The Next Web.
Chóliz, M., & Chóliz, M. (2016). The challenge of online gambling: The effect of legalization on
the increase in online gambling addiction. Journal Of Gambling Studies, 32(2), 749-756. doi:10.1007/s10899-015-9558-6
Davis, S. (2009). Protecting games: A security handbook for game developers and publishers
(pp. 304-306). Boston, MA: Course Technology PTR.
Despain, W., Acosta, K., Canacari-Rose, L., Deneen, M., Hiwiller, Z., Howard, J., Kadinger, C.,
Keeling, C., & Kuczik, C. (2012). 100 principles of game design (p. 130). Berkeley, CA: New Riders Press.
Dingman, H. (2017). How loot boxes are turning full-priced PC games into pay-to-win games of
chance. PCWorld, 35(11), 30-34.
Dowling, W. F. (1973). Conversation with B.F. Skinner. Organizational Dynamics, 1(3), 31-40.
Flanagan, J. (2014). The psychology of video game addiction. The Week.
Griffiths, M. D. (2008). Diagnosis and management of video game addiction. New Directions in
Addiction Treatment and Prevention, 12, 27-41.
Hyun, G. J., Han, D. H., Lee, Y. S., Kang, K. D., Yoo, S. K., Chung, U., & Renshaw, P. F.
(2015). Risk factors associated with online game addiction: A hierarchical model. Computers in Human Behavior, 48706-713. doi:10.1016/j.chb.2015.02.008
Johansson, A., Grant, J. E., Won Kim, S., Odlaug, B. L., & Götestam, K. G. (2009). Risk factors
for problematic gambling: A critical literature review. Journal Of Gambling Studies, 25(1), 67-92. doi:10.1007/s10899-008-9088-6
Kuss, D. J., & Griffiths, M. D. (2012). Internet gaming addiction: A systematic review of
empirical research. International Journal of Mental Health and Addiction. doi: 10.1007/s11469-011-9318-5
Leslie, I. (2016). The scientists who make apps addictive. 1843 Magazine. Retrieved from
Rose, M. (2013). Chasing the whale: Examining the ethics of free-to-play games. Gamasutra.
Schrier, K., & Gibson, D. (2010). Designing games for ethics (pp. 8-11). Hershey, PA: IGI
Global.
Smith, D. (2014). This is what Candy Crush Saga does to your brain. The Guardian.
Toker, S., & Baturay, M. H. (2016). Antecedents and consequences of game addiction.
Computers in Human Behavior, 55(Part B), 668-679. doi:10.1016/j.chb.2015.10.002
West, G. L., Konishi, K., Diarra, M., Brenady-Chorney, J., Drisdelle, B. L., Dahmani, L.,
Sodums, D. J., Lepore, F., Jolicoeur, P., & Bohbot, V. D. (2017). Impact of video games on plasticity of the hippocampus. Molecular Psychiatry. doi:10.1038/mp.2017.155
Wiltshire, A. (2017). Behind the addictive psychology and seductive art of loot boxes. PC
Gamer. Retrieved from http://www.pcgamer.com/behind-the-addictive-psychology-and-seductive-art-of-loot-boxes/