BrownI. (1993): A theoretical model of the behavioural addictions – applied to offending. In: HodgeJ., & McMurranM., & HollinC. (Eds): Addicted to crime?Chichester: John Wiley
7.
BruunK. (1973): Alkohol i Norden (Alcohol in the Nordic countries).Stockholm: Aldus/ Bonniers
8.
CharltonJ.P., & DanforthI.D.W. (2007): Distinguishing addiction and high engagement in the context of online game playing.Computers in Human Behavior23 (3): 1531–1548
9.
ChenM.G. (2008): Communication, Coordination and Camaraderie in World of Warcraft.Games and Culture4 (1): 47–73
10.
ConradP. (2007): The Medicalization of Society.Baltimore, Maryland: The John Hopkins University Press
11.
DunkelsE. (2005a): Nätkulturer – vad gör barn och unga på Internet? (Net cultures – what do children and youth do on the Internet?)Tidskrift för lärarutbildning och forskning12 (1-2): 41–49
12.
DunkelsE. (2005b): Young People's Net Cultures. In: HowardC., & BoettcherJ.V., & JusticeL., & SchenkK., & RogersP.L., & BergG.A. (eds.): Encyclopedia of Distance Learning.Hershey: Idea Group Reference
13.
ElsterJ., & SkogO.-J. (1999): Getting Hooked – Rationality and Addiction.Cambridge: Cambridge University Press
14.
FingaretteH. (1988): Heavy drinking: the myth of alcoholism as a disease.Berkeley: SAGE Publications
15.
FoucaultM. (1986): The Archaeology of Knowledge.London: Tavistock Publications
16.
GiddensA. (1994): Living in a Post-Traditional Society. In: BeckU., & GiddensA., & LashS. (Eds.): Reflexive Modernization: Politics, Tradition and Aesthetics in the Modern Social Order.Stanford CA: Stanford University Press
17.
GriffthsM.D., & DaviesM.N.O., & ChappellM. (2004): Online computer gaming: a comparison of adolescent and adult gamers.Journal of Adolescence27: 87–96
18.
GustafssonL. (2002): Den förtrollade zonen: lekar med tid, rum och identitet under Medeltidsveckan på Gotland (The enchanted zone: playing with time, space and identity during the Medieval week on Gotland).Nora: Nya Doxa
19.
HolmeP., & EdlingC.R., & LiljerosF. (2004): Structure and time evolution of an Internet dating community.Social Networks26: 155–174
20.
HwangL–M. (2003): Online Game Dynamics in Korean Society: Experiences and Lifestyles in the Online Game World.Korea Journal, autumn 2003: 8–34
21.
JanszJ., & MartensL. (2005): Gaming at a LAN event: the social context of playing video games.New Media Society7 (3): 333–355
22.
KnupferG. (1967): The Epidemiology of Problem Drinking.American Journal of Public Health57: 973–986
23.
KociatkiewiczJ. (2001): Dreams of Time, Times of Dreams: Stories of Creation from Roleplaying Game Sessions. Studies in Cults.Organizations and Societies6: 71–86
24.
LevineH. (1978): The discovery of addiction – Changing conceptions of habitual drunkenness in America.Journal of Studies on Alcohol39: 143–174
25.
LinderothJ. (2004): Datorspelandets mening: Bortom idén om den interaktiva illusionen (The meaning of computer gaming. Beyond the idea of the interactive illusion).Göteborg: Acta Universitatis Gothoburgensis
26.
OrfordJ. (2001): Addiction as excessive appetite.Addiction96: 121–130
27.
OrleansM., & LaneyM. (2000): Children's Computer Use in the Home.Social Science Computer Review18 (1): 56–72
28.
OwenR. (1866): On the Anatomy of Vertebrates. Longmans.Oxford: Green and Co
29.
PeeleS. (1985): The Meaning of Addiction: compulsive experience and its interpretation.Lexington: Lexington Books
30.
PetersC. S., & MaleskyL. A. (2008): Problematic Usage Among Highly-Engaged Players of Massively Multiplayer Online Role Playing Games.Cyberpsychology & Behavior11 (4): 481–484
31.
PetryN. (2006): Should the scope of addictive behaviors be broadened to include pathological gambling?Addiction101: 152–160
32.
PotenzaM. (2006): Should addictive disorders include non-substance-related conditions?Addiction101: 142–151
33.
RoomR. (1985): Dependence and Society.British Journal of Addiction80: 133–139
34.
RoomR. (2003): The Cultural Framing of Addiction.Janus Head6: 221–234
35.
SCB (2005): Privatpersoners användning av datorer och Internet (Private persons' use of computers and Internet).Stockholm: Statistiska Centralbyrån
36.
SeayA.F., & JeromeW.J., & LeeK.S., & KrautR.E. (2004): Project massive: A Study of Online Gaming Communities, CHI 2004: Vienna Austria
37.
StenbergP. (2002): Livsimprovisation istället för Livsimitation – om att finnas till i online rollspelet Everquest (Life Improvisation instead of Life Imitation – on being in the online role playing game Everquest).Umeå universitet: Institutionen för Kultur & Media
38.
WestP. (2006): Theory of Addiction.Oxford: Addiction Press, Blackwell Publishing
39.
WHO (1964): WHO Scientific Group on the Evaluation of Dependence-producing Drugs.WHO technical reports series, no 287
40.
WilliamsD. (2006): Why game studies now?Gamers don't bowl alone. Games and Culture1 (1): 13–16
41.
YeeN. (2006): The Demographics, Motivations and Derived Experiences of Users of Massively Multi-User Online Graphical Environments.Stanford University: Department of Communication
42.
YoungK.S. (1996): Psychology of computer use. Xl. Addictive use of the Internet: A case study that breaks the stereotypes.Psychological Reports79: 899–902.