[HTML][HTML] The Interaction of Person-Affect-Cognition-Execution (I-PACE) model for addictive behaviors: Update, generalization to addictive behaviors beyond internet …

M Brand, E Wegmann, R Stark, A Müller… - Neuroscience & …, 2019 - Elsevier
We propose an updated version of the Interaction of Person-Affect-Cognition-Execution (I-
PACE) model, which we argue to be valid for several types of addictive behaviors, such as …

Gambling disorder

MN Potenza, IM Balodis, J Derevensky… - Nature reviews Disease …, 2019 - nature.com
Gambling disorder is characterized by a persistent, recurrent pattern of gambling that is
associated with substantial distress or impairment. The prevalence of gambling disorder has …

The role of avoidance coping and escape motives in problematic online gaming: A systematic literature review

F Melodia, N Canale, MD Griffiths - … Journal of Mental Health and Addiction, 2020 - Springer
Over the past two decades, research into Internet Gaming Disorder (IGD) has markedly
increased due to worldwide spread of online videogames. The reasons and motivations for …

Video game loot boxes are linked to problem gambling: Results of a large-scale survey

D Zendle, P Cairns - PloS one, 2018 - journals.plos.org
Loot boxes are items in video games that can be paid for with real-world money and contain
randomised contents. In recent years, loot boxes have become increasingly common. There …

Customer experience journeys: Loyalty loops versus involvement spirals

A Siebert, A Gopaldas, A Lindridge… - Journal of …, 2020 - journals.sagepub.com
Customer experience management research is increasingly concerned with the long-term
evolution of customer experience journeys across multiple service cycles. A dominant …

[HTML][HTML] Can disordered mobile phone use be considered a behavioral addiction? An update on current evidence and a comprehensive model for future research

J Billieux, P Maurage, O Lopez-Fernandez… - Current Addiction …, 2015 - Springer
Despite the many positive outcomes, excessive mobile phone use is now often associated
with potentially harmful and/or disturbing behaviors (eg, symptoms of deregulated use …

Adolescents and loot boxes: Links with problem gambling and motivations for purchase

D Zendle, R Meyer, H Over - Royal Society open science, 2019 - royalsocietypublishing.org
Loot boxes are items in video games that can be paid for with real-world money but contain
randomized contents. Many games that feature loot boxes are played by adolescents …

Are we overpathologizing everyday life? A tenable blueprint for behavioral addiction research

J Billieux, A Schimmenti, Y Khazaal… - Journal of behavioral …, 2015 - akjournals.com
Background Behavioral addiction research has been particularly flourishing over the last two
decades. However, recent publications have suggested that nearly all daily life activities …

The relationship of loot box purchases to problem video gaming and problem gambling

W Li, D Mills, L Nower - Addictive behaviors, 2019 - Elsevier
Loot boxes are virtual items in many video games that let players “gamble” on an item of
chance. Loot boxes bring an element of gambling into video games, which might prime …

Psychological distress and problem gambling in elite athletes during COVID-19 restrictions—A web survey in top leagues of three sports during the pandemic

A Håkansson, C Jönsson, G Kenttä - International journal of …, 2020 - mdpi.com
COVID-19 and lockdown strategies may affect mental health and addictive behavior
differently in the population, and elite athletes are among the professions clearly affected by …