References

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References

Anderson, C. A. (2004). An Update on the Effects of Playing Violent Video Games. Journal of Adolescence, 27, 113-122.

Anderson, C. A. & Bushman, B. J. (2001). Effects of violent games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12, 353-359.

Barlett, C. P., Harris, R. J., & Baldassaro, R. (2007). Longer You Play, the More Hostile You Feel: Examination of First Person Shooter Video Games and Aggression During Video Game Play. Aggressive Behavior, 33, 486–497.

Biros, D. P., Hass, M. C., Wiers, K., Twitchell, D. P., Adkins, M., Burgoon, J. K. &          Nunamaker, J. F. Jr. (2005). Task performance under deceptive conditions: using            military scenarios in deception detection research. Thirty-Eight Annual Hawaii             International Conference on System Sciences (CD/ROM), Big Island, Hawaii.            Computer Society Press.

Bushman, B. J. & Anderson, C. A. (2009). Comfortably Numb: Desensitizing Effects of Violent Media on Helping Others. Psychological Science, 20, 273-277.

Carnagey, N. L. & Anderson, C. A. (2005). The Effects of Reward and Punishment in Violent Video Games on Aggressive Affect, Cognition, and Behavior. Pyschological Science, 16, 882-889.

Chuang, T. & Chen, W. (2009). Effect of Computer-Based Video Games on Children: An Experimental Study. Educational Technology & Society, 12(2), 1-10.

Farrar, K. M., Krcmar, M., & Nowak, K. L. (2006). Contextual Features of Violent Video Games, Mental Models, and Aggression. Journal of Communication, 56, 387–405.

Freitas, S., & Griffiths, M. (2007). Online gaming as an educational tool in learning and    training. British Journal of Educational Technology, 38(3), 535-537. Retrieved November 29, 2009 from EBSCOhost.

Gentile, D. (2009). Pathological Video-Game Use Among Youth Ages 8 to 18: A National Study. Psychological Science, 3, 1-9.

Hart, G., Johnson, B., Stamm, B., Angers, N., Robinson, A., Lally, T., et al. (2009). Effects of Video Games on Adolescents and Adults. CyberPsychology & Behavior, 12(1), 63-65. http://search.ebscohost.com, doi:10.1089/cpb.2008.0117

Ivory, J. D. & Kalyanaraman, S. (2007). The Effects of Technological Advancement and Violent Content in Video Games on Players’ Feelings of Presence, Involvement, Physiological Arousal, and Aggression.  Journal of Communication, 57, 532–555.

Kirkpatrick, D., McLaughlin, R. G., Maier, H. R. & Hirsch, P. (2002). Developing scholarship through collaboration in an online role-play simulation: Mekong eSim, a case study. Proceedings of Scholarly Inquiry in Flexible Science Teaching and Learning (pp. 13-18). Sydney, Australia: University of Sydney.

Kolko, D. J., & Rickard-Figueroa, J. L. (1985). Effects of Video Games on the Adverse Corollaries of Chemotherapy in Pediatric Oncology Patients: A Single-Case Analysis. Journal of Consulting and Clinical Psychology, 53(2), 223-228. Retrieved November 29, 2009 from EBSCOhost.

Media Family. (2005). Retrieved November 18, 2009, from Computer and Video Games Addiction: http://www.mediafamily.org/facts/facts_gameaddiction.shtml

Peng, W., Liu, M., Mou, Y. (2008). Do Aggressive People Play Violent Computer Games in a More Aggressive Way? Individual Differences and Idiosyncratic Game-Playing Experience. CyberPsychology & Behavior, 11, 157-160.

Schlimme, M. (2002). Video Games: A source of Benefits or Addiction?
Retrieved November 29, 2009 from   http://serendip.brynmawr.edu/bb/neuro/neuro02/web3/mschlimme.html

Sherry, J. L. (2001). The Effects of Violent Video Games on Aggression: A meta-analysis. Human Communication Resource, 27, 409-431.

Smythe 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, 717-721.

What is Computer and Video Game Addiction? (n.d.). Retrieved November 20, 2009, from Video Game Addiction: http://www.video-game-addiction.org/

Young, K. (2009). Understanding Online Gaming Addition and Treatment Issues for Adolescents. The American Journal of Family Therapy, 37, 355-372.