The impact of social factors on excessive online game usage, moderated by online self-identity
Author:
Publisher
Springer Science and Business Media LLC
Subject
Computer Networks and Communications,Software
Link
http://link.springer.com/content/pdf/10.1007/s10586-017-0747-1.pdf
Reference90 articles.
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4. Lee, S., Baik, Y., Nam, K., Ahn, J., Lee, Y., Oh, S., Kim, K.: Developing a cognitive evaluation method for serious game engineers. Clust. Comput. 17(3), 757–766 (2014). doi: 10.1007/s10586-013-0289-0
5. Ramakrishna, V., Robinson, M., Eustice, K., Reiher, P.: An active self-optimizing multiplayer gaming architecture. Clust. Comput. 9(2), 201–215 (2006). doi: 10.1007/s10586-006-7564-2
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