Located here will be primary references used within several post for further reading. Enjoy!
1. Van den Bulck, J. (2004). Television viewing, computer game playing, and Internet use and self-reported time to bed and time out of bed in secondary-school children. SLEEP-NEW YORK THEN WESTCHESTER-, 27(1), 101-104.www.journalsleep.org/articles/270112.pdf
2. Sofchak-Scott, C. L. (2012). Program management through the lens of a massive multiplayer online gamers: A pilot study. Journal of Organizational Dynamics Programs, 1-160. Retrieved from http://repository.upenn.edu/cgi/viewcontent.cgi?article=1066&context=od_theses_msod&seiredir=1&referer=http%3A%2F%2Fscholar.google.com%2Fscholar%3Fhl%3Den%26q%3DProgram%2BManagement%2BThrough%2Bthe%
3. Daphne Bavelier, C. Shawn Green, Alexandre Pouget, and Paul Schrater Brain (2012) Plasticity Through the Life Span: Learning to Learn and Action Video GamesAnnual Review of NeuroscienceVol. 35: 391-416 (Volume publication date July 2012) DOI: 10.1146/annurev-neuro-060909-152832
4. Green, C. S., & Bavelier, D. (2006). The cognitive neuroscience of video games. Digital media: Transformations in human communication, 211-223.
5. Haines, L. (2004, September). Why are there so few women gamers?. In Research Gate . Retrieved May 24, 2015, from http://www.researchgate.net/publication/221217575_Why_are_there_so_few_women_working_in_games/links/00b660b70cf245659d0381d8.pdf
6. Raynes-Goldie, K., & Allen, M. (2014). Gaming privacy: A Canadian case study of a Co-Created privacy literacy game for children . In http://www.survelillance-and-society.org. Retrieved June 8, 2015.
7. Monem, R. (2015). Metacognition and Self-Scaffolding in MMORPGs: Case Study of an Adolescent Male Gamer. The Qualitative Report, 20(4), 454-465.