These are the references I used during my brief talk on gamification for a counseling career, at the Chi Sigma Iota, Rho Omega chapter induction ceremony on March 1, 2013.
Caplan, S., Williams, D., & Yee, N. (2009). Problematic internet use and psychosocial well-being among MMO players. Computers in Human Behavior, 25, 1312-1319.
Chapin, M. H., & Byrne, A.M. (In Press). Ethical decision making applied to social networking. Journal of Rehabilitation.
McGonigal, J. (2011). Reality is Broken: Why games make us better and how they can change the world, New York, NY: Penguin.
Werbach, K. (2012). Gamification. Retrieved from: https://www.coursera.org/course/gamification
Widyanto, L., Griffiths, M. & Brundsen V. (2011). A psychometric comparison of the internet addiction test, the internet-related problem scale, and self-diagnosis. Cyberpsychology, Behavior, and Social Networking, 14, 141-149. DOI: 10.1089/cyber.2010.0151
Zhu, Z., & Deng, P. (2006) PS-DA model of game addiction: Theoretical hypothesis and case analysis Technologies for E-Learning and Digital Entertainment, 3942, 444-452.