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Psychology

Since its launch in February 2004, Facebook has become one of the most popular websites in the world, as well as a widely discussed media phenomenon. Unsurpris- ingly, the Facebook revolution has inspired a wealth of psychological study, which is growing exponentially. In this article, we review the recent empirical research into some of the key psychological themes concerning Facebook use. The review is organized according to common questions about Facebook culture and use being posed by academics and social commentators alike. These questions are grouped under three major themes, namely: (a) antecedents of Facebook use; (b) how individuals and corporations use Facebook; and (c) psychological outcomes or effects of Facebook use. To this end, we review over 100 recent publications (mostly empirical, peer-reviewed journal articles). We conclude by providing some suggestions for future psychological research in this rapidly expanding area of popular media culture.

Read full paper here: Facebook Psychology

The Bartle Test of Gamer Psychology is a series of questions and an accompanying scoring formula that classifies players of multiplayer online games (including MUDs and MMORPGs) into categories based on their gaming preferences. The test is based on a 1996 paper by Richard Bartle and was created in 1999–2000 by Erwin Andreasen and Brandon Downey. Although the test has met with some criticism for the dichotomous nature of its question-asking method, the test has been taken by a large number of computer game players. As of October 2011, the test had been taken over 800,000 times.

Learn more here: Bartle Test

Every year, hundreds of millions of people play video games on a console, computer, phone, or web browser. These games are carefully constructed and slyly marketed according to research on motivation and decision making. This website offers something unique: a discussion of how the psychology behind games shapes our behavior, manipulates our beliefs, and rigs our purchasing decisions. Find out more here: Psychology

As we bring gameplay into more aspects of our lives (from socializing to exercising), Tom Chatfield talks about one compelling aspect of videogaming: its measurability. Parceling out rewards at carefully calibrated percentages, games collect reams of data about what humans truly find rewarding, and precisely how hard we’re willing to work for a win.

The Well Played Journal is a forum for in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. It is a reviewed journal open to submissions that will be released on a regular basis with high-quality essays.

Contributors are encouraged to analyze sequences in a game in detail in order to illustrate and interpret how the various components of a game can come together to create a fulfilling playing experience unique to this medium. Through contributors, the journal will provide a variety of perspectives on the value of games.

Learn more here: Well Played

As computer and Internet use become a staple of everyday life, the potential for overuse is in- troduced, which may lead to addiction. Research on Internet addiction has shown that users can become addicted to it. Addiction to the Internet shares some of the negative aspects of substance addiction and has been shown to lead to consequences such as failing school, fam- ily, and relationship problems.

Read full paper here: Addiction to the Internet and Online Gaming