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Games and Health

Page history last edited by Joanna Postlethwaite 11 years, 2 months ago

 

 

M.D. Griffiths (2005), 'Video Games and Health', British Medical Journal.

 

 

Therapeutic Use

 

Griffiths, M. (2005). 'The therapeutic value of video games'. In J. Raessens & J. Goldstein (Eds.), Handbook

of computer game studies (pp. 161–171). Cambridge: MIT.


 AA Rizzo, G Kim (2005), 'A SWOT analysis of the field of Virtual Rehabilitation and Therapy', Presence: Teleoperators and Virtual Environments.

 

S. Tresser (2012), 'Case Study: Using a Novel Virtual Reality Computer Game for Occupational Therapy Intervention' Presence.

 

Physiological

 

S. Adamovich et al. (2010), 'A Virtual Reality—Based Exercise System for Hand Rehabilitation Post-Stroke', Presence.

 

D.A. Lieberman (2001), ‘Management of chronic pediatric diseases with interactive health games: Theory and research findings’, Journal of Ambulatory Care Management, 24 (1) (2001), pp. 26–38.

 

N.C. Nilsson et al. (2012), 'Gameplay as a Source of Intrinsic Motivation for Individuals in Need of Ankle Training or Rehabilitation' Presence.

 

Cognitive

 

See Cognitive Effects


Ackerman P. L., Kanfer R., Calderwood C. (2010). Use it or lose it? Wii brain exercise practice and reading for domain knowledge. Psychol. Aging 25, 753–766.

 

Basak, C., Boot, W. R., Voss, M. W., & Kramer, A. F. (2008) Can training in a real-time strategy video game attenuate cognitive decline in older adults? Psychology and Aging,23 (4)

 

Blumen HM, Gopher D, Steinerman J, Stern Y (2010) 'Training cognitive control in older adults with the space fortress game: the role of training instructions and basic motor ability'. Frontiers in Aging Neuroscience 2: 1–13.

 

Boot WR, Champion M, Blakely DP, Wright T, Souders DJ, Charness N (2013), Video games as a means to reduce age-related cognitive decline: attitudes, compliance, and effectiveness. Front Psychol.


Granek J. A., Gorbet D. J., Sergio L. E. (2010). Extensive video-game experience alters cortical networks for complex visuomotor transformations. Cortex 46, 1165–1177.


Li R., Polat U., Makous W., Bavelier D. (2009). Enhancing the contrast sensitivity function through action video game training. Nat. Neurosci. 12, 549–551.

 

Mahncke H. W., Connor B. B., Appelman J., Ahsanuddin O. N., Hardy J. L., Wood R. A., Joyce N. M., Boniske T., Atkins S. M., Merzenich M. M. (2006). Memory enhancement in healthy older adults using a brain plasticity-based training program: a randomized, controlled study. Proc. Natl. Acad. Sci. U.S.A. 103, 12523–12528.

 

McKay S. M., Maki B. E. (2010). Attitudes of older adults toward shooter games: an initial study to select an acceptable game for training visual processing. Gerontechnology 9, 5–17.

 

van Muijden J., Band G. P. H., Hommel B. (2012). 'Online games training aging brains: limited transfer to cognitive control functions.' Front. Hum. Neurosci. 6:221.

 

R. Nouchi et al (2012), 'Brain Training Game Improves Executive Functions and Processing Speed in the Elderly: A Randomized Controlled Trial' PLoS ONE.

 

A.C. Oei, M.C. Patterson (2013), 'Enhancing Cognition with Video Games: A Multiple Game Training Study', PLoS ONE.

 

Stress disorders and phobias  

 

C. Botella et al. (2011), 'Treating cockroach phobia using a serious game on a mobile phone and augmented reality exposure: A single case study' Computers in Human Behaviour.

 

S. Bouchard et al. (2012), 'Using Biofeedback while Immersed in a Stressful Videogame Increases the Effectiveness of Stress Management Skills in Soldiers' PLoS ONE

 

Raquel Gonçalves, Ana Lúcia Pedrozo, Evandro Silva Freire Coutinho, Ivan Figueira, Paula Ventura (2012), 'Efficacy of Virtual Reality Exposure Therapy in the Treatment of PTSD: A Systematic Review', PLoS ONE.

 

E.A. Holmes et al. (2009), 'Can Playing the Computer Game “Tetris” Reduce the Build-Up of Flashbacks for Trauma? A Proposal from Cognitive Science' PLoS ONE.

 

Russoniello,C.V., O’Brien, K.,&Parks, J.M. (2009). 'The effectiveness of casual video games in improving mood and decreasing stress.' Journal of Cyber Therapy & Rehabilitation, 1, 53–66.


Xueni Pan, Marco Gillies, Chris Barker, David M. Clark, Mel Slater (2012), 'Socially Anxious and Confident Men Interact with a Forward Virtual Woman: An Experimental Study', PLoS ONE.

 

Other

 

Sandro Franceschini, Simone Gori, Milena Ruffino, Simona Viola, Massimo Molteni, Andrea Facoett (2013), 'Action Video Games Make Dyslexic Children Read Better', Current Biology, Volume 23, Issue 6, 462-466.L.B. Merabet (2012),

 

'Teaching the Blind to Find Their Way by Playing Video Games' PLoS ONE.

 

 

Gaming 'Addiction'

 

Charlton, J. P., & Danforth, I. D. W. (2007). Distinguishing addiction and high engagement in the context of online game playing. Computers in Human Behavior, 23

 

Griffiths MD (2008) 'Videogame addiction: further thoughts and observations'. International Journal of Mental Health and Addiction 6

 

Griffiths MD, Hunt N (1998) 'Dependence on computer games by adolescents'. Psychological Reports 82

 

Griffiths, M.D. (1997). 'Computer game playing in early adolescence', Youth & Society 29:2

 

Griffiths, M.(2010) 'Online video gaming: what should educational psychologists know?'. Educational Psychology in Practice 26(1)

 

Griffiths MD (2010) 'The role of context in online gaming excess and addiction: Some case study evidence received.' Int J Ment Health Addict 8: 119–125.

 

M.D. Griffiths (2008), ‘Videogame addiction: Further thoughts and observations International Journal of Mental Health and Addiction, 6 (2) (2008), pp. 182–185 Full Text via CrossRef

 

M.C. Haagsma, M.E. Pieterse (2013), 'How Gaming May Become a Problem: A Qualitative Analysis of the Role of Gaming Related Experiences and Cognitions in the Development of Problematic Game Behavior' International Journal of Mental Health and Addiction.

 

Hauge, Marney R. and James Robert (2003). 'Video game addiction among adolescents: Associations with academic performance and aggression'. Paper presented at a Society for Research in Child Development Conference, Tampa Florida.

 

C. Hellstrom et al. (2012), 'Influences of motives to play and time spent gaming on the negative consequences of adolescent online computer gaming' Computers in Human Behaviour.

 

Eui Jun Jeong and Doo Hwan Kim (2011). 'Social Activities, Self-Efficacy, Game Attitudes, and Game Addiction'.

Cyberpsychology, Behavior, and Social Networking 14(4): 213-221.

 

Johansson A, Gotestam KG (2004), 'Problems with computer games without monetary award: Similarity to pathological gambling'. Psychological Reports 95

 

Keepers, G. A. (1990). 'Pathological preoccupation with video games'. Journal of the American Academy of Child and Adolescent Psychiatry, 29, 49–50.

 

Kim EJ, Namkoong K, Ku T, Kim SJ (2008) 'The relationship between online game addiction and aggression, self-control and narcissistic personality traits'. European Psychiatry 23

 

D.L. King, P.H. Delfabbro (2011), 'The Role of Structural Characteristics in Problematic Video Game Play: An Empirical Study' International Journal of Mental Health and Addiction.

 

D.L. King, P.H. Delfabbro, M.D. Griffiths (2010), 'Video Game Structural Characteristics: A New Psychological Taxonomy', International Journal of Mental Health and Addiction.

 

Daniel L. King, Paul H. Delfabbro, and Mark D. Griffiths. 'Trajectories of Problem Video Gaming Among Adult Regular Gamers: An 18-Month Longitudinal Study' Cyberpsychology, Behavior, and Social Networking. January 2013, 16(1): 72-76.

 

J. Kneer and S. Glock (2013), 'Escaping in digital games: The relationship between playing motives and addictive tendencies in males' Computers in Human Behaviour.

 

Kuss, D.J. & Griffiths, M.D. (2012). 'Online gaming addiction in adolescence: A literature review of empirical research.' Journal of Behavioural Addiction, 1, 3-22.

 

Lee, D., & LaRose, R. (2007). 'A socio-cognitive mode of video game usage'. Journal of Broadcasting & Electronic Media, 51, 632–650.

 

Hae Woo Lee, Jung-Seok Choi, Young-Chul Shin, Jun-Young Lee, Hee Yeon Jung, and Jun Soo Kwon (2012). 'Impulsivity in Internet Addiction: A Comparison with Pathological Gambling'. Cyberpsychology, Behavior, and Social Networking 15(7): 373-377.

 

Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2011). Psychosocial causes and consequences of pathological gaming. Computers in Human Behavior , 27 (1)

 

Mehwash Mehroof and Mark D. Griffiths (2010). 'Online Gaming Addiction: The Role of Sensation Seeking, Self-Control, Neuroticism, Aggression... and Trait Anxiety' Cyberpsychology, Behavior, and Social Networking 13(3): 313-316.

 

Ng, B. D., & Wiemer-Hastings, P. (2005). Addiction to the Internet and online gaming. Cyberpyschology and Behavior, 8(2), 110 – 113.

 

Przybylski, A. K., Weinstein, N, Ryan, R. M., & Rigby, C. S. (2009). 'Having to versus wanting to play: Background and consequences of harmonious versus obsessive engagement in video games'. Cyberpsychology & Behavior, 12 (5)

 

Ream, G., Elliott, L., & Dunlap, E. (2011). 'Playing video games while using or feeling the effects of substances: Associations with substance use problems'. International Journal of Environmental Research and Public Health, 8(10), 3979–3998.

 

T. Sim, D.A. Gentile (2012), 'A Conceptual Review of Research on the Pathological Use of Computers, Video Games, and the Internet'. International Journal of Mental Health and Addiction.

 

M.M. Skoric, L.L.C. Teo, R.L. Neo (2009), ‘Children and video games: addiction, engagement, and scholastic achievement’, CyberPsychology & Behavior, 12 (5) pp. 567–572.

 

B.U. Stetine et al. (2011), 'Beyond the fascination of online-games: Probing addictive behavior and depression in the world of online-gaming' Computers in Human Behaviour.

 

Stoeber, J., Harvey, M., Ward, J. A., & Childs, J. H. (2011). Passion, craving, and affect in online gaming: Predicting how gamers feel when playing and when prevented from playing. Personality and Individual Differences , 51 (8)

 

V. Starcevic, D. Berle, G. Porter (2011), 'Problem Video Game Use and Dimensions of Psychopathology' International Journal of Mental Health and Addiction.

 

V.A. Sublette, B. Mullan, 'Consequences of Play: A Systematic Review of the Effects of Online Gaming', International Journal of Mental Health and Addiction.

 

C.C. Wang, Y.-S. Chu (2007), 'Harmonious passion and obsessive passion in playing online games', Social Behavior and Personality, 35, pp. 997–1006

 

Weinstein AM (2010), 'Computer and video game addiction-A comparison between game users and non-game users'. The American Journal of Drug and Alcohol Abuse 36: 268–276

 

How many/Who's addicted?

 

H. Choo, D.A. Gentile, T. Sim, D. Li (2010), 'Pathological video gaming among Singaporean Youth'. Ann Acad Med Singapore 39.

 

E. Collins (2013), 'Do problematic and non-problematic video game players differ in extraversion, trait empathy, social capital and prosocial tendencies?' Computers in Human Behaviour.

 

R. Desai, S. Krishnan-Sarin, D. Cavallo, M. Potenza (2010), ‘Video-gaming among high school students: health correlates, gender differences, and problematic gaming’, Pediatrics, 126 (6).

 

C.J. Ferguson, M. Coulson, J. Barnett Griffiths (2011), 'A meta-analysis of pathological gaming prevalence and comorbidity with mental health, academic and social problems'. Journal of Psychiatric Research 45:12.

 

Gentile, D. A. (2009) Pathological video game use among youth 8 to 18: A national study. Psychological Science, 20(5)

 

Gentile, D. A., Choo, H., Liau, A., Sim, T., Li, D., Fung, D., & Khoo, A. (2011). Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study. Pediatrics

 

M.D. Griffiths (2005), ‘A ‘components’ model of addiction within a biopsychosocial framework’ Journal of Substance Use, 10 (4) (2005), pp. 191–197 http://informahealthcare.com/doi/abs/10.1080/14659890500114359

 

M.D. Griffiths (2008), ‘Videogame addiction: Fact or fiction?’ in T. Willoughby, E. Wood (Eds.), Children’s learning in a digital world, Blackwell Publishing, Oxford (2008), pp. 85–103

 

Grüsser, S.M., Thalemann, R., & Griffiths, M.D. (2007) Excessive computer game playing: Evidence for addiction and aggression? Cyberpsychology & Behavior, 10

 

S. Gunuc, A. Dogan (2013), 'The relationships between Turkish adolescents’ Internet addiction, their perceived social support and family activities' Computers in Human Behaviour.

 

Maria C. Haagsma, Marcel E. Pieterse, and Oscar Peters. 'The Prevalence of Problematic Video Gamers in The Netherlands.' Cyberpsychology, Behavior, and Social Networking. March 2012, 15(3): 162-168.

 

Mentzoni, R. A., Brunborg, G. S., Molde, H., Myrseth, H., Mar Skouverøe, K. J., Hetland, J., & Pallesen, S. (2011). Problematic video game use: Estimated prevalence and associations with mental and physical health. Cyberpsychology, Behavior and Social Networking, 14(10), 591–596.

 

Rehbein, F., Psych, G., Kleimann, M., Mediasci, G., & Mössle, T. (2010). 'Prevalence and risk factors of video game dependency in adolescence: Results of a German nationwide survey'. CyberPsychology, Behavior, and Social Networking, 13, 269–277.

 

S. Seok, B. DaCosta (2012), 'The world’s most intense online gaming culture: Addiction and high-engagement prevalence rates among South Korean adolescents and young adults' Computers in Human Behaviour.

 

Anatol Tolchinsky and Stephen D. Jefferson. 'Problematic Video Game Play in a College Sample and Its Relationship to Time Management Skills and Attention-Deficit/Hyperactivity Disorder Symptomology' Cyberpsychology, Behavior, and Social Networking. September 2011, 14(9): 489-496.

 

N.E. Turner, A. Paglia-Boak (2012), 'Prevalence of Problematic Video Gaming among Ontario Adolescents' International Journal of Mental Health and Addiction.

 

D.B. Vallett (2013), 'Do problematic and non-problematic video game players differ in extraversion, trait empathy, social capital and prosocial tendencies?' Computers in Human Behaviour.

 

Wan, C. S., & Chiou, W. B. (2006). 'Why are adolescents addicted to online gaming? An interview study in Taiwan'. Cyberpsychology & Behavior, 9(6), 762–766. 

 

H.G. Wenzel, I.J. Bakken, A. Johansson, K.G. Götestam, A. Øren (2009), ‘Excessive computer game playing among norwegian adults: self-reported consequences of playing and association with mental health problems’, Psychological Reports, 105 (3) (2009), pp. 1237–1247.

 

R.T.A Wood (2007), 'Time Loss Whilst Playing Video Games: Is there a Relationship to Addictive Behaviours?' International Journal of Mental Health and Addiction.

 

R.T.A Wood (2008), 'Problems with the Concept of Video Game “Addiction”: Some Case Study Examples'. International Journal of Mental Health and Addiction.

 

Diagnosis

 

Demetrovics Z, Urbán R, Nagygyörgy K, Farkas J, Griffiths MD, et al. (2012) 'The Development of the Problematic Online Gaming Questionnaire (POGQ)', PLoS One 7.

 

K.A. Faust, D. Faust, A.M. Baker (2012), 'Refining Video Game Use Questionnaires for Research and Clinical Application: Detection of Problematic Response Sets', International Journal of Mental Health and Addiction.

 

Fisher, S. (1994). Identifying video game addiction in children and adolescents. Addictive Behaviors, 19(5), 545–553.

 

M.D. Griffiths (2010), 'The Use of Online Methodologies in Data Collection for Gambling and Gaming Addictions' International Journal of Mental Health and Addiction

 

M.C. Haagsma, D.L. King (2013), 'Assessing Problematic Video Gaming Using the Theory of Planned Behavior: A Longitudinal Study of Dutch Young People' International Journal of Mental Health and Addiction.

 

M.C. Haagsma et al. (2013), 'A cognitive-behavioral model of problematic online gaming in adolescents aged 12–22 years' Computers in Human Behaviour.

 

D.L. King, P.H. Delfabbro (2011), Preliminary Validation of a New Clinical Tool for Identifying Problem Video Game Playing, International Journal of Mental Health and Addiction.

 

Lemmens JS, Valkenburg PM, Peter J (2009) 'Development and validation of a game addiction scale for adolescents'. Media Psychology 12

 

van RooijA. J., Schoenmakers T. M., Vermulst A. A., van den Eijnden R. J. J. M., van de Mheen D (2011). 'Online video game addiction: identification of addicted adolescent gamers.' Addiction 106: 205–12.
- Commentary on Van Rooij et al. (2011):‘Gaming addiction’ – a psychiatric disorder or not? Addiction.

 

Antonius J. van Rooij, Tim M. Schoenmakers, Regina J.J.M. van den Eijnden, Ad A. Vermulst, and Dike van de Mheen (2012). 'Video Game Addiction Test: Validity and Psychometric Characteristics' Cyberpsychology, Behavior, and Social Networking 15(9): 507-511.

 

M.L.C. Spekman, M.D. Griffiths et al. (2013), 'Gaming Addiction, Definition and Measurement: A Large-scale Empirical Study' Computers in Human Behaviour

 

Tejeiro Salguero, R. A., & Bersabé Morán, R. M. (2002). Measuring problem video game playing in adolescents. Addiction, 97(12), 1601–1606.

 

Tjibeng, Jap, Sri Tiatri, Edo Sebastian Jaya, Mekar Sari Suteja (2013), 'The Development of Indonesian Online Game Addiction Questionnaire', PLoS ONE.

 

Treatment

 

Cindy Burkhardt Freeman (2008), "Internet Gaming Addiction Treatments". The Journal for Nurse Practitioners, pp. 42–47.

 

M. Beranuy, X. Carbonell (2013), 'A Qualitative Analysis of Online Gaming Addicts in Treatment', International Journal of Mental Health and Addiction.

  

Chiou, W., & Wan, S. (2007). Using cognitive dissonance to indicate adolescents’ escaping from the claws of online gaming: the role of personal responsibility and justification of cost. Cyberpsychology & Behavior, 10(5), 663–670.

 

M.D. Griffiths (2008), ‘Diagnosis and management of video game addiction’ Directions in Addiction Treatment & Prevention, 12 (2008), pp. 27–42

 

M.D. Griffiths, A. Meredith (2009), ‘Videogame addiction and its treatment’ Journal of Contemporary Psychotherapy, 39 (4) (2009), pp. 247–253 Full Text via CrossRef

 

S.M. Kim et al. (2012), 'Combined cognitive behavioral therapy and bupropion for the treatment of problematic on-line game play in adolescents with major depressive disorder' Computers in Human Behaviour.

 

Young, K. S. (2009). Understanding online gaming addiction and treatment issues for adolescents. American Journal of Family Therapy, 37(5), 355–372.

 

By Genre or Specific Game

 

Caplan, S., Williams, D., & Yee, N. (2009). Problematic internet use and psychosocial well-being among MMO players. Computers in Human Behavior, 25

 

D. Chappell, V. Eatough (2006), 'EverQuest—It’s Just a Computer Game Right? An Interpretative Phenomenological Analysis of Online Gaming Addiction' International Journal of Mental Health and Addiction.

 

L. Elliott, G. Ream (2012), 'The Contribution of Game Genre and Other Use Patterns to Problem Video Game Play among Adult Video Gamers' International Journal of Mental Health and Addiction.

 

Elliott, L., Golub, A., Ream, G., & Dunlap, E. (2012). Video game genre as a predictor of problem use. Cyberpsychology, Behavior and Social Networking, 15(3), 155–161

 

Georgios Floros and Konstantinos Siomos. 'Patterns of Choices on Video Game Genres and Internet Addiction' Cyberpsychology, Behavior, and Social Networking. August 2012, 15(8): 417-424

 

Z. Hussain, M.D. Griffiths (2009), 'Excessive use of Massively Multi-Player Online Role-Playing Games: A Pilot Study' International Journal of Mental Health and Addiction.

 

Hsu, S. H., Wen, M. H., & Wu, M. C. (2009). 'Exploring user experiences as predictors of MMORPG addiction.' Computers in Education, 53, 990–999.

 

F. Karlsen (2011), 'Entrapment and Near Miss: A Comparative Analysis of Psycho-Structural Elements in Gambling Games and Massively Multiplayer Online Role-Playing Games' International Journal of Mental Health and Addiction.

 

Daria J. Kuss, Jorik Louws, and Reinout W. Wiers (2012), 'Online Gaming Addiction? Motives Predict Addictive Play Behavior in Massively Multiplayer Online Role-Playing Games'. Cyberpsychology, Behavior, and Social Networking 15(9): 480-485.

 

Dongdong Li, Albert Liau, and Angeline Khoo (2011). 'Examining the Influence of Actual-Ideal Self-Discrepancies, Depression, and Escapism, on Pathological Gaming Among Massively Multiplayer Online Adolescent Gamers.' Cyberpsychology, Behavior, and Social Networking 14(9): 535-539.

 

J. Oggins, J. Sammis (2012), 'Notions of Video Game Addiction and Their Relation to Self-Reported Addiction Among Players of World of Warcraft', International Journal of Mental Health and Addiction. 

 

Peters, C. S., & Malesky, L. A. (2008). 'Problematic Usage Among Highly-Engaged Players of Massively Multiplayer Online Role Playing Games.' Cyberpsychology & Behavior, 11, 4

 

Effects on the brain

 

W Ding et al. (2013), 'Altered Default Network Resting-State Functional Connectivity in Adolescents with Internet Gaming Addiction' PLoS ONE.

 

G. Dong, E. DeVito, J. Huang, X. Du (2012), 'Diffusion tensor imaging reveals thalamus and posterior cingulate cortex abnormalities in internet gaming addicts' Journal of Psychiatric Research 46:9. 

 

D.H. Han, I.K. Lyoo, P.F. Renshaw (2012), 'Differential regional gray matter volumes in patients with on-line game addiction and professional gamers' Journal of Psychiatric Research 46:4

 

Ko, C., Liu, G., Hsiao, S., Yen, J., Yang, M., Lin, W., Yen, C., & Chen, C. (2009). Brain activities associated with gaming urge of online gaming addiction. Journal of Psychiatric Research, 43(7), 739–747.

 

Koepp, M. J., Gunn, R. N., Lawrence, A. D., Cunningham, V. J., Dagher, A., Jones, T., Brooks, D. J., Bench, C. J., & Grasby, P. M. (1998). Evidence for striatal dopamine release during a video game. Nature, 393(6682), 266–268.

 

D.J. Kuss, M.D. Griffiths (2011), 'Internet and Gaming Addiction: A Systematic Literature Review of Neuroimaging Studies'. Brain Sciences.

 

K. Yuan et al. (2013), 'Cortical Thickness Abnormalities in Late Adolescence with Online Gaming Addiction', PLoS ONE.

 

Z. Zhou (2012), 'Cognitive Biases toward Internet Game-Related Pictures and Executive Deficits in Individuals with an Internet Game Addiction' PLoS ONE

 

 

Development

 

F.C. Blumberg (1998), 'Developmental differences at play: Children's selective attention and performance in video games' Journal of Applied Developmental Psychology.

 

K. Durkin (2002) 'Not so doomed: computer game play and positive adolescent development' Journal of Applied Developmental Psychology.  

 

D.A. Gentile, A. Sesma (2003), ‘Developmental approaches to understanding media effects on individuals’ in D.A. Gentile (Ed.), Media violence and children, Praeger: Westport, Conn. (2003), pp. 19–38.

 

P.M. Greenfield, R.R. Cocking (1994), 'Effects of interactive entertainment technologies on development' Journal of Applied Developmental Psychology.

 

S.J. Kirsch (2003), ‘The effects of violent video games on adolescents: the overlooked influence of development’, Aggression and Violent Behavior, 8 (2003), pp. 377–389.

 

Olson, C. K., Kutner, L. A., & Warner, D. E. (2008). The role of violent video game content in adolescent development: Boys’ perspectives. Journal of Adolescent Research, 23(1)

 

A. Sakamoto (1994), 'Video Game Use and The Development of Sociocognitive Abilities in Children: Three Surveys of Elementary School Students' Journal of Applied Social Psychology 

 

K. Subrahmanyam, P. Greenfield, R. Kraunt, E. Gross (2001), 'The impact of computer use on children's and adolescent's development', Applied Developmental Psychology, 22 (2001), pp. 7–30.

 

 

Sleeping patterns (often include other effects e.g. mood, academic perfomance etc.)

 

Dworak, M., Schierl, T., Bruns, T., & Struder, H. (2007). Impact of singular excessive computer game and television exposure on sleep patterns and memory performance of school-aged children. Pediatrics, 120(5), 978.

 

Gackenbach, J., & Kuruvilla, B. (2008). The relationship between video game play and threat simulation dreams. Dreaming, 18, 236-256.


Garrison, M. M., Liekweg, K., & Christakis, D. A. (2011). Media use and child sleep: The impact of content, timing, and environment. Pediatrics

 

King, D. L., Gradisar, M., Drummond, A., Lovato, N., Wessel, J., Micic, G., Douglas, P., & Delfabbro, P. (2013). The impact of prolonged violent video-gaming on adolescent sleep: an experimental study. Journal of Sleep Research


Lemola, S., Brand, S., Vogler, N., Perkinson-Gloor, N., Allemand, M., & Grob, A. (2011). Habitual computer game playing at night is related to depressive symptoms. Personality and Individual Differences , 51 (2)

 

Smyth, J. M. (2007). Beyond self-selection in video game play: An experimental examination of the consequences of massively multiplayer online role-playing game play. CyberPsychology & Behavior, 10(5), 717-721.

 

Wallenius, M., Rimpelä, A., Punamäki,R-L., & Lintonen, T. (2009). Digital game playing motives among adolescents: Relations to parent–child communication, school performance, sleeping habits, and perceived health. Journal of Applied Developmental Psychology,

 
Weaver, E., Gradisar, M., Dohnt, H., Lovato, N., & Douglas, P. (2010) The effect of presleep video-game playing on adolescent sleep. Journal of Clinical Sleep Medicine, 6

 

 

Weight and Exercise

 

Barkley JE, Penko A. (2009) 'Physiologic responses, perceived exertion, and hedonics of playing a physical interactive video game relative to a sedentary alternative and treadmill walking in adults'. Journal of Exercise Physiology Online 12:12–23.

 

Biddiss E, Irwin J. (2010) 'Active video games to promote physical activity in children and youth: a systematic review.' Archives of Pediatrics & Adolescent Medicine 164:664–672.

 

A.G. LeBlanc et al. (2013), 'Active Video Games and Health Indicators in Children and Youth: A Systematic Review' PLoS ONE.

 

Daley AJ. (2009), 'Can exergaming contribute to improving physical activity levels and health outcomes in children?' Pediatrics 124:763–771.

 

Epstein LH, Beecher MD, Graf JL, Roemmich JN (2007). 'Choice of interactive dance and bicycle games in overweight and nonoverweight youth.' Annals of Behavioral Medicine 33:124–131

 

Fawkner SG, Niven A, Thin AG, MacDonald MJ, Oakes JR (2010). 'Adolescent girls’ energy expenditure during dance simulation active computer gaming'. Journal of Sports Sciences 28:61–65

 

G.S. Goldfield et al. (2011), 'Video Game Playing Is Independently Associated with Blood Pressure and Lipids in Overweight and Obese Adolescents' PLoS ONE

 

Graf DL, Pratt LV, Hester CN, Short KR (2009) 'Playing active video games increases energy expenditure in children'. Pediatrics 124:534–540.

 

Graves LEF, Ridgers ND, Stratton G (2008), 'The contribution of upper limb and total body movement to adolescents’ energy expenditure whilst playing Nintendo Wii.' European Journal of Applied Physiology 104:617–623.

 

Graves LEF, Stratton G, Ridgers ND, Cable NT (2008), 'Energy expenditure in adolescents playing new generation computer computer games'. British Journal of Sports Medicine 42:592–594.

 

Graves LEF, Stratton G, Ridgers ND, Cable NT (2007). 'Comparison of energy expenditure in adolescents when playing new generation and sedentary computer games: cross sectional study.' British Medical Journal 335:1282–1284.

 

Haddock BL, BrandtAM, Siegel SR, Wilkin LD, Joung-KyueH (2008). 'Active video games and energy expenditure among the overweight children'. International Journal of Fitness 4:17–23.

 

Haddock BL, Siegel SR, Wikin LD (2009), 'The addition of a video game to stationary cycling: the impact on energy expenditure in overweight children.' Open Sports Science 2:42–46.

 

Hutchins, B. (2008). Signs of meta-change in second modernity: The growth of e-sport and the world cyber games. New Media & Society, 10(6), 851.

 

L.A. Jackson, A. von Eye, H.E. Fitzgerald, E.A. Witt, Y. Zhao (2011), ‘Internet use, videogame playing and cell phone use as predictors of children's body mass index (BMI), body weight, academic performance and social and overall self-esteem’, Computers in Human Behavior, 27 (2011), pp. 599–604.

 

Lanningham-Foster L, Foster RC, McCrady SK, Jensen TB, Mitre N, Levine JA. (2009) 'Activity-promoting video games and increased energy expenditure'. The Journal of Pediatrics 154:819–823.

 

Lanningham-Foster L, Jensen TB, Foster RC, Redmond AB, Walker BA, Heinz D, et al. (2006) 'Energy expenditure of sedentary screen time compared with active screen time for children.' Pediatrics.

 

Leatherdale ST, Woodruff SJ, Manske SR (2010). 'Energy expenditure while playing active and inactive video games'. American Journal of Health Behavior 34:31–35.

 

Maddison R, Mhurchu CN, Jull A, Jiang Y, Prapavessis H, Rodgers A. (2007) 'Energy expended playing video console games: an opportunity to increase children’s physical activity?' Pediatric Exercise Science 19:334–343.

 

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