The Molecule of More

(Jacob Rumans) #1
DRUGS

Dixon, M.,  Ghezzi, P.,  Lyons, C.,  &  Wilson, G.  (Eds.). (2006). Gambling: Behavior
theory, research, and application. Reno, NV: Context Press.
National Research Council. (1999). Pathological gambling: A critical review. Chicago:
Author.
Gentile, D. (2009). Pathological video-game use among youth ages 8 to 18: A
national study. Psychological Science, 20(5), 594–602.
Przybylski, A.  K.,  Weinstein, N.,  &  Murayama, K.  (2016). Internet gaming dis-
order: Investigating the clinical relevance of a new phenomenon. American
Journal of Psychiatry, 174(3), 230–236.

Chatfield, T.  (2010, November). Transcript of “7  ways games reward the  brain.” 
Retrieved from https://www.ted.com/talks/tom_chatfield_7_ways_games
_reward_the_brain/transcript?language=en
Fritz, B.,  &  Pham, A.  (2012, January 20).  Star  Wars: The  Old  Republic—the story 
behind a galactic gamble. Retrieved from http://herocomplex.latimes.com/
games/star-wars-the-old-republic-the-story-behind-a-galactic-gamble/
Nayak, M.  (2013, September 20).  Grand Theft Auto V  sales zoom past  $1  billion 
mark in 3 days. Reuters. Retrieved from http://www.reuters.com/article/
entertainment-us-taketwo-gta-idUSBRE98J0O820130920
Ewalt, David M. (2013, December 19). Americans will spend $20.5 billion on
video games in 2013. Forbes. Retrieved from https://www.forbes.com/
sites/davidewalt/2013/12/19/americans-will-spend-20-5-billion-on-video
-games-in-2013/#2b5fa4522c1e

Free download pdf