Gamify Your Career Bibliography

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:

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.

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