The benefits of playing video games.
Abstract
Video games are a ubiquitous part of almost all children's and adolescents' lives, with 97% playing for at least one hour per day in the United States. The vast majority of research by psychologists on the effects of "gaming" has been on its negative impact: the potential harm related to violence, addiction, and depression. We recognize the value of that research; however, we argue that a more balanced perspective is needed, one that considers not only the possible negative effects but also the benefits of playing these games. Considering these potential benefits is important, in part, because the nature of these games has changed dramatically in the last decade, becoming increasingly complex, diverse, realistic, and social in nature. A small but significant body of research has begun to emerge, mostly in the last five years, documenting these benefits. In this article, we summarize the research on the positive effects of playing video games, focusing on four main domains: cognitive, motivational, emotional, and social. By integrating insights from developmental, positive, and social psychology, as well as media psychology, we propose some candidate mechanisms by which playing video games may foster real-world psychosocial benefits. Our aim is to provide strong enough evidence and a theoretical rationale to inspire new programs of research on the largely unexplored mental health benefits of gaming. Finally, we end with a call to intervention researchers and practitioners to test the positive uses of video games, and we suggest several promising directions for doing so.
AI snapshot
Written from the paper’s full text.
TL;DR
This review argues that psychological research on video games has been overwhelmingly focused on harms (aggression, addiction, depression) and that a balanced perspective should also consider documented cognitive, motivational, emotional, and social benefits. The authors synthesize existing evidence across these four domains and call for intervention researchers to test video games as mental health tools.
Key findings
- Cognitive: training studies show shooter/"action" game players have faster and more accurate attention allocation, higher spatial resolution, and enhanced mental rotation; a meta-analysis (Uttal et al., 2013) found these spatial-skill gains comparable to formal high school/university courses and that they transfer to non-game spatial tasks. Effects are robust for shooter games but not for puzzle or role-playing games.
- Motivational: games provide immediate, concrete feedback and dynamically calibrated difficulty, which the authors propose trains an incremental theory of intelligence and persistence; Ventura et al. (2013) found extent of game use predicted how long participants persisted on difficult anagrams outside gaming.
- Emotional: puzzle games (e.g., *Angry Birds*, *Bejeweled II*) have been shown to improve mood, promote relaxation, and ward off anxiety; the authors propose games reward adaptive emotion-regulation strategies such as reappraisal, though they call this speculative.
- Social: over 70% of gamers play with a friend (ESA, 2012); prosocial games predict prosocial behavior (Gentile et al., 2009), and cooperative (vs. competitive) play of violent games is linked to increased helping and reduced aggressive cognitions. In health applications, the *Re-Mission* RCT across 34 medical centers found significantly greater treatment adherence, self-efficacy, and cancer knowledge in the intervention group, and the game has been distributed to over 200,000 patients; the *SPARX* CBT-based game RCT was as effective as therapist-administered CBT for depression.
- Harms acknowledged: 3% of Dutch and about 8% of U.S. youth who play games show pathological addiction symptoms; two meta-analyses on violent games and aggression reached conflicting conclusions.
Methods
Narrative review/integrative synthesis, not an original empirical study; no new data are collected. The authors summarize existing correlational, longitudinal, experimental, training, fMRI, and meta-analytic work across four domains (cognitive, motivational, emotional, social) and integrate developmental, positive, social, and media psychology theory to propose candidate mechanisms. They also review "serious games" in health and education (e.g., *Re-Mission*, *SPARX*) and outline future research and intervention directions.
Limitations
Stated by the authors: very few well-designed studies examine both positive and negative effects of the same games; most studies rely on survey/self-report rather than objective, psychophysiological, or neural measures; the field focuses almost exclusively on short-term effects with few longitudinal or diary studies; and most work examines single-player games despite over 70% of play being social. The authors explicitly note that claims about motivational, emotional, and social benefits are more speculative than cognitive ones, and that causal direction (selection vs. influence) remains unresolved. Evident from the text: as a narrative review it presents no systematic search or effect-size synthesis of its own, and several proposed mechanisms (e.g., reappraisal training, flow transferring to real-world outcomes) are described as untested hypotheses.
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Claims the paper makes
0 of 76 cited sources checked · 0 supported · 0 flagged
- Premisecitation§ Cognitive Benefits of Gaming · p. 4
Enhanced cognitive performance is not documented for all video game genres.
“It is important to stress that enhanced cognitive performance is not documented for all video game genres.”
Quote in the paperSubstantial claim - Premisenone given§ Cognitive Benefits of Gaming · p. 4
Problem solving seems central to all genres of video games, including those with violent content.
“Indeed, problem solving seems central to all genres of video games (including those with violent content).”
Quote in the paperSubstantial claim - Premisecitation§ Cognitive Benefits of Gaming · p. 4
Playing any kind of video game, regardless of whether it is violent, enhances children's creative capacities.
“New evidence is emerging that playing any kind of video game, regardless of whether or not it is violent, enhances children's creative capacities.”
Quote in the paperSubstantial claim - Premisecitation§ Cognitive Benefits of Gaming · p. 3
Training benefits for spatial skills from video games last over an extended period of time.
“Further, this recent meta-analysis showed that spatial skills can be trained with video games in a relatively brief period, that these training benefits last over an extended period of time, and crucially, that these skills transfer to other spatial tasks outside the video game context.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Uttal et al., 2013
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- Study design and conductreasoning§ Cognitive Benefits of Gaming · p. 4
It is virtually impossible to choose an appropriate control condition wherein all aspects of a game are kept constant across conditions and only one cognitive challenge is manipulated.
“Moreover, it is virtually impossible to choose an appropriate control condition wherein all aspects of a game (e.g., visual stimulation, arousal induction, gameplay) are kept constant across conditions and only one cognitive challenge is manipulated (e.g., navigating three-dimensional space efficiently vs. inhibiting prepotent responses).”
Quote in the paperSubstantial claim
- Premisecitation§ Cognitive Benefits of Gaming · p. 4
Among a sample of almost 500 12-year-old students, video game playing was positively associated with creativity.
“For example, among a sample of almost 500 12-year-old students, video game playing was positively associated with creativity (Jackson et al., 2012).”
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- Premisecitation§ Cognitive Benefits of Gaming · p. 3
Cognitive advantages from gaming manifest in measurable changes in neural processing and efficiency.
“Preliminary research has also demonstrated that these cognitive advantages manifest in measurable changes in neural processing and efficiency.”
Quote in the paperSubstantial claim - Premisenone given§ The Benefits of Playing Video Games · p. 1
A small but significant body of research, mostly from the last five years, documents benefits of playing video games.
“A small but significant body of research has begun to emerge, mostly in the last five years, documenting these benefits.”
Quote in the paperNot a substantial claim - Study design and conductcitation§ Cognitive Benefits of Gaming · p. 4
The cross-sectional design of the creativity study made it unclear whether playing video games develops creative skills or creative people prefer video games.
“However, this study's cross-sectional design made it unclear whether playing video games develops creative skills or creative people prefer video games (or both).”
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- Interpretationreasoning§ The Benefits of Playing Video Games · p. 1
These experiences may have the potential to enhance mental health and well-being in children and adolescents.
“Further, these experiences may have the potential to enhance mental health and well-being in children and adolescents.”
Quote in the paperSubstantial claim - Premisecitation§ The Benefits of Playing Video Games · p. 1
The vast majority of psychological research on the effects of gaming has focused on negative impacts such as aggression, addiction, and depression.
“Indeed, the vast majority of psychological research on the effects of 'gaming' has been focused on its negative impact: the potential harm related to aggression, addiction, and depression (e.g., Anderson et al., 2010; Ferguson, 2013; Lemola et al., 2011).”
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- cites Ferguson, 2013
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- cites Lemola et al., 2011
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- Premisecitation§ Cognitive Benefits of Gaming · p. 3
Playing video games promotes a wide range of cognitive skills.
“Contrary to conventional beliefs that playing video games is intellectually lazy and sedating, it turns out that playing these games promotes a wide range of cognitive skills.”
Quote in the paperSubstantial claim - Premisecitation§ The Function of Play · p. 2
Play fighting results in release of chemical growth factors in brain parts coordinated for highly social activities, promoting growth and development of these areas.
“Experimental laboratory studies indicate that play fighting results in the release of chemical growth factors in the parts of the brain that are coordinated for highly social activities (e.g., the orbital frontal cortex), thus promoting the growth and development of these areas.”
Quote in the paperNot a substantial claim - Premisecitation§ Cognitive Benefits of Gaming · p. 3
Spatial skills trained with video games transfer to other spatial tasks outside the video game context.
“Further, this recent meta-analysis showed that spatial skills can be trained with video games in a relatively brief period, that these training benefits last over an extended period of time, and crucially, that these skills transfer to other spatial tasks outside the video game context.”
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- Premisecitation§ Cognitive Benefits of Gaming · p. 3
The promotion of cognitive skills is particularly true for shooter video games.
“This is particularly true for shooter video games (often called 'action' games by researchers), many of which are violent in nature (e.g., Halo 4, Grand Theft Auto IV ).”
Quote in the paperSubstantial claim - Premisecitation§ Cognitive Benefits of Gaming · p. 4
Children's use of other forms of technology did not relate to enhanced creativity.
“Critically, children's use of other forms of technology (e.g., computer, Internet, cell phone) did not relate to enhanced creativity.”
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- Premisecitation§ Cognitive Benefits of Gaming · p. 3
Spatial skills improvements from playing commercially available shooter video games are comparable to effects of formal high school and university courses aimed at enhancing these skills.
“A recently published meta-analysis (Uttal et al., 2013) concluded that the spatial skills improvements derived from playing commercially available shooter video games are comparable to the effects of formal (high school and university-level) courses aimed at enhancing these same skills.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Uttal et al., 2013
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- Premisecitation§ The Benefits of Playing Video Games · p. 1
The nature of video games has changed dramatically in the last decade, becoming increasingly complex, diverse, realistic, and social.
“Considering these potential benefits is important, in part, because the nature of these games has changed dramatically in the last decade, becoming increasingly complex, diverse, realistic and social in nature (Ferguson & Olson, 2013).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Ferguson & Olson, 2013
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- Premisecitation§ Cognitive Benefits of Gaming · p. 4
The same positive predictive association between video game play and problem-solving was not found for fast-paced games such as racing and fighting games.
“The same positive predictive association was not found for fast-paced games such as racing and fi ghting games.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Adachi & Willoughby, 2013
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- Premisecitation§ The Function of Play · p. 2
Children use play for emotional mastery in their real lives.
“For example, in his qualitative research on children's play conversations, Gottman (1986) showed how children use play for emotional mastery in their real lives.”
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- Premisecitation§ Cognitive Benefits of Gaming · p. 3
Spatial skills can be trained with video games in a relatively brief period.
“Further, this recent meta-analysis showed that spatial skills can be trained with video games in a relatively brief period, that these training benefits last over an extended period of time, and crucially, that these skills transfer to other spatial tasks outside the video game context.”
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- Interpretationreasoning§ The Benefits of Playing Video Games · p. 1
Taken together, findings suggest that video games provide youth with immersive and compelling social, cognitive, and emotional experiences.
“We propose that, taken together, these findings suggest that video games provide youth with immersive and compelling social, cognitive, and emotional experiences.”
Quote in the paperNot a substantial claim - Premisecitation§ Cognitive Benefits of Gaming · p. 3
In regular gamers compared with nongamers, mechanisms controlling attention allocation were less active during a challenging pattern-detection task.
“For example, a recent functional magnetic resonance imaging (fMRI) study found that the mechanisms that control attention allocation (e.g., the fronto-parietal network) were less active during a challenging pattern-detection task in regular gamers than in nongamers, leading the researchers to suggest that shooter game players allocate their attentional resources more efficiently and filter out Irr”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Bavelier et al., 2012
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- Premisenone given§ Social Benefits of Gaming · p. 7
The biggest difference in the characteristics of video games today compared to their predecessors of 10 to 20 years ago is their pervasive social nature.
“Perhaps the biggest difference in the characteristics of video games today, compared to their predecessors of 10 to 20 years ago, is their pervasive social nature.”
Quote in the paperNot a substantial claim - Premisecitation§ Social Benefits of Gaming · p. 8
Playing violent video games socially (in groups) reduces feelings of hostility compared with playing alone.
“playing violent video games socially (in groups) reduces feelings of hostility compared with playing alone (Eastin, 2007)”
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- Interpretationreasoning§ Emotional Benefits of Gaming · p. 6
Gaming may be among the most efficient and effective means by which children and youth generate positive feelings.
“Gaming may be among the most efficient and effective means by which children and youth generate positive feelings.”
Quote in the paperSubstantial claim - Premisecitation§ Social Benefits of Gaming · p. 8
Players seem to acquire important prosocial skills when they play games specifically designed to reward effective cooperation, support, and helping behaviors.
“Players seem to acquire important prosocial skills when they play games that are specifically designed to reward effective cooperation, support, and helping behaviors (Ewoldsen et al., 2012).”
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- Premisecitation§ Social Benefits of Gaming · p. 8
Playing prosocial video games consistently related to, or predicted, prosocial behaviors across correlational, longitudinal, and experimental studies.
“One study that summarized international evidence from correlational, longitudinal, and experimental studies found that playing prosocial video games consistently related to, or predicted, prosocial behaviors (Gentile et al., 2009).”
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- Premisecitation§ Motivational Benefits of Gaming · p. 6
Children praised for traits develop an entity theory of intelligence, believing intelligence is innate and fixed.
“Children who are praised for their traits rather than their efforts (e.g., 'Wow, you're such a smart boy') develop an entity theory of intelligence, which maintains that intelligence is an innate trait, something that is fixed and cannot be improved.”
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- Interpretationcitation§ Social Benefits of Gaming · p. 8
The critical dimension determining whether violent games are associated with helping, prosocial behavior versus malevolent, antisocial behavior is the extent to which they are played cooperatively versus competitively.
“The critical dimension that seems to determine whether violent games are associated with helping, prosocial behavior versus malevolent, antisocial behavior is the extent to which they are played cooperatively versus competitively.”
Quote in the paperSubstantial claim - Premisereasoning§ Emotional Benefits of Gaming · p. 7
Games continuously provide novel challenges, demanding players to shift already established appraisals to new ones in order to most efficiently reach goals.
“Games continuously provide novel challenges, demanding players to shift already established appraisals to new ones in order to most efficiently reach goals.”
Quote in the paperSubstantial claim - Premisecitation§ Social Benefits of Gaming · p. 8
Violent games are just as likely to promote prosocial behavior as nonviolent, prosocial games.
“But compelling work is just emerging that seems to refute this simple interpretation, suggesting that violent games are just as likely to promote prosocial behavior.”
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- Interpretationcitation§ Motivational Benefits of Gaming · p. 6
The development of a persistent motivational style charged with positive affect may lead to lasting educational success.
“The development of a persistent motivational style charged with positive affect may, in turn, lead to lasting educational success (Ventura et al., 2013).”
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- Premisecitation§ Emotional Benefits of Gaming · p. 7
Simple up-regulation of positive emotions is an emotion-regulation strategy linked to beneficial outcomes.
“Simple up-regulation of positive emotions is one emotionregulation strategy that has been linked to beneficial outcomes (e.g., Fredrickson, 2001), but there may be additional emotion-regulation benefits of playing video games.”
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- Premisecitation§ Emotional Benefits of Gaming · p. 6
Among the top reasons individuals cite for using diverse forms of media are to manage their moods and enhance their emotional states.
“Based on the uses and gratifications theory, one of the oldest and most well-validated theories in communications research (Ruggiero, 2000), among the top reasons individuals cite for using diverse forms of media are to manage their moods and to enhance their emotional states.”
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- Premisecitation§ Social Benefits of Gaming · p. 8
Children who played more prosocial games at the beginning of the school year were more likely to exhibit helpful behaviors later that year.
“children who played more prosocial games at the beginning of the school year were more likely to exhibit helpful behaviors later that year”
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- Premisecitation§ Cognitive Benefits of Gaming · p. 4
Top-scoring Foldit players generated phase estimates that allowed researchers to identify a rapid solution of the crystal structure for a monkey virus related to AIDS.
“At the end of a three-week competition in 2010, top-scoring players had generated phase estimates that allowed researchers to identify a rapid solution of the crystal structure for a monkey virus related to AIDS.”
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- Interpretationreasoning§ Emotional Benefits of Gaming · p. 7
Less adaptive strategies, such as rumination, are less likely to be rewarded by video games because they impede players from reacting quickly and flexibly to constantly changing, often frustrating, challenges.
“In contrast, less adaptive strategies, such as rumination (Aldao et al., 2010), are less likely to be rewarded by video games because they impede players from reacting quickly and flexibly to constantly changing, often frustrating, challenges.”
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- Premisecitation§ Social Benefits of Gaming · p. 8
Even the most violent video games on the market fail to diminish subsequent prosocial behavior.
“recently published experimental studies (Tear & Nielsen, 2013) suggest that even the most violent video games on the market ( Grand Theft Auto IV, Call of Duty ) fail to diminish subsequent prosocial behavior.”
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- Premisecitation§ Social Benefits of Gaming · p. 7
Over 70% of gamers play their games with a friend, either cooperatively or competitively.
“Over 70% of gamers play their games with a friend, either cooperatively or competitively (Entertainment Software Association, 2012).”
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- Premisecitation§ Social Benefits of Gaming · p. 8
Playing a violent video game cooperatively, compared with competitively, increases subsequent prosocial, cooperative behavior outside of the game context.
“Two recent studies have also shown that playing a violent video game cooperatively, compared with competitively, increases subsequent prosocial, cooperative behavior outside of the game context (Ewoldsen et al., 2012)”
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- Premisecitation§ Social Benefits of Gaming · p. 7
Contrary to stereotypes, the average gamer is not a socially isolated, inept nerd who spends most of his or her time alone loafing on the couch.
“Contrary to stereotypes, the average gamer is not a socially isolated, inept nerd who spends most of his (or her) time alone loafing on the couch (Lenhart et al., 2008).”
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- Premisecitation§ Motivational Benefits of Gaming · p. 6
Children praised for effort develop an incremental theory of intelligence, believing intelligence is malleable and can be cultivated through effort and time.
“In contrast, children who are praised for their effort (e.g., 'You worked so hard on that puzzle!') develop an incremental theory of intelligence; they believe intelligence is malleable, something that can be cultivated through effort and time.”
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- Premisecitation§ Social Benefits of Gaming · p. 8
Violent video games played cooperatively seem to decrease players' access to aggressive cognitions.
“Likewise, violent video games played cooperatively seem to decrease players' access to aggressive cognitions (Schmierbach, 2010; Velez, Mahood, Ewoldsen, & Moyer-Gusé, 2012).”
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- cites Velez, Mahood, Ewoldsen, & Moyer-Gusé, 2012
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- Interpretationreasoning§ Motivational Benefits of Gaming · p. 6
Gaming environments may cultivate a persistent, optimistic motivational style.
“In summary, although playing games is often considered a frivolous pastime, gaming environments may actually cultivate a persistent, optimistic motivational style.”
Quote in the paperSubstantial claim - Premisecitation§ Motivational Benefits of Gaming · p. 6
The extent of video game use predicted how long participants would persistently attempt to solve difficult anagrams outside of a gaming context.
“Ventura and colleagues (2013) used an anagram-riddle task and demonstrated that the extent of video game use predicted how long participants would (outside of a gaming context) persistently attempt to solve difficult anagrams.”
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- Interpretationreasoning§ Emotional Benefits of Gaming · p. 7
These same adaptive regulation strategies seem to be rewarded in gaming contexts because their use is concretely and clearly linked to goal achievement.
“These same adaptive regulation strategies seem to be rewarded in gaming contexts because their use is concretely and clearly linked to goal achievement.”
Quote in the paperNot a substantial claim - Premisecitation§ Social Benefits of Gaming · p. 8
Playing prosocial games led to causal, short-term effects on helping behaviors.
“playing prosocial games led to causal, short-term effects on 'helping' behaviors”
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- Interpretationreasoning§ Motivational Benefits of Gaming · p. 6
Video games are an ideal training ground for acquiring an incremental theory of intelligence because they provide players concrete, immediate feedback regarding specific efforts.
“We propose that video games are an ideal training ground for acquiring an incremental theory of intelligence because they provide players concrete, immediate feedback regarding specific efforts players have made.”
Quote in the paperNot a substantial claim - Premisecitation§ Social Benefits of Gaming · p. 8
Playing a violent video game cooperatively can overcome the effects of outgroup membership status, making players more cooperative with outgroup members than if they had played competitively.
“can even overcome the effects of outgroup membership status (making players more cooperative with outgroup members than if they had played competitively; Velez et al., 2012)”
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- Premisecitation§ Social Benefits of Gaming · p. 8
Players who play violent games that encourage cooperative play are more likely to exhibit helpful gaming behaviors online and offline than those who play nonviolent games.
“players who play violent games that encourage cooperative play are more likely to exhibit helpful gaming behaviors online and offline than those who play nonviolent games (Ferguson & Garza, 2011)”
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- Interpretationreasoning§ Emotional Benefits of Gaming · p. 7
If playing games simply makes people happier, this is a fundamental emotional benefit to consider.
“If playing games simply makes people happier, this seems to be a fundamental emotional benefit to consider.”
Quote in the paperSubstantial claim - Premisecitation§ Motivational Benefits of Gaming · p. 6
Intermittent reinforcement schedules are the most effective for training new behaviors.
“As behaviorists have documented for decades (e.g., S. B. Kendall, 1974), the kinds of intermittent reinforcement schedules that are doled out to video game players are the most effective for 'training' new behaviors.”
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- Interpretationreasoning§ Implications for Mental Health Intervention · p. 10
A video game that imparts psychoeducational knowledge while using engaging play and game mechanics may help address the barrier of boring lessons.
“A video game that can impart this same knowledge but use elements of play and game mechanics that have proven immensely engaging may help to address this barrier.”
Quote in the paperSubstantial claim - Premisecitation§ Implications for Mental Health Intervention · p. 10
Despite optimistic conclusions about the effectiveness of cognitive-behavioral therapy, overarching limitations have been pointed out.
“Despite optimistic conclusions about the effectiveness of cognitivebehavioral therapy (CBT), overarching limitations have also been pointed out (see Kazdin, 2011, for a review).”
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- Interpretationreasoning§ 'Serious' Games in Health and Education · p. 9
It is still unknown how much more effective games are in changing behavioral and health outcomes than conventional approaches.
“As a result, it is still unknown how much more effective these games are in changing behavioral and health outcomes than are conventional approaches.”
Quote in the paperSubstantial claim - Premisecitation§ Implications for Mental Health Intervention · p. 10
A number of evidence-based approaches, particularly those oriented around CBT principles, largely rely on imparting psychoeducational information, usually in a didactic style.
“The first limitation of a number of evidence-based approaches, particularly those oriented around CBT principles, is that they largely rely on imparting psychoeducational information, usually in some didactic style (albeit with efforts to make these lessons interactive).”
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- Interpretationreasoning§ Challenges and Future Research Directions · p. 10
Studies that track multiplayer social interactions on- and offline are far more ecologically valid than studies focusing on single-player experiences, given that these are the games in which youth are increasingly immersed.
“Although studies that track multiplayer social interactions on- and offline are vastly more complex than studies focusing on single-player experiences, they are also far more ecologically valid given that these are the games in which youth are increasingly immersed.”
Quote in the paperSubstantial claim - Interpretationreasoning§ Challenges and Future Research Directions · p. 9
There is a certain element of uniqueness to each player's experience each time she or he plays even the very same game.
“these dynamic features mean that there is a certain element of uniqueness to each player's experience, each time she or he plays even the very same game.”
Quote in the paperSubstantial claim - Interpretationnone given§ Challenges and Future Research Directions · p. 9
The majority of studies on video games, on both negative and positive effects, continue to depend on survey assessments.
“the majority of studies on video games (on both the negative and positive effects) continue to depend on survey assessments.”
Quote in the paperSubstantial claim - Premisecitation§ Challenges and Future Research Directions · p. 9
Two major meta-analyses on aggressive behavior and violent video games dealt with almost the same data pool but reached very different conclusions.
“these meta-analyses, which dealt with almost the same data pool, reached very different conclusions.”
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- cites Ferguson, 2007
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- Interpretationnone given§ Implications for Mental Health Intervention · p. 10
Many people, often those most in need of care, have difficulty accessing treatment programs because they live in hard-to-reach rural locations, work or go to school during treatment hours, or are physically or psychologically unable to commute.
“Many people, often those most in need of care, have a difficult time accessing treatment programs because they either live in hard-to-reach rural locations, work or go to school during treatment hours, or are physically or psychologically unable to commute.”
Quote in the paperSubstantial claim - Premisecitation§ Challenges and Future Research Directions · p. 9
Players are drawn toward different types of games based on individual differences including personality differences, their own needs assessments, and their mood.
“Players are drawn toward different types of games based on individual differences on a variety of factors including personality differences, their own needs assessments, their mood, and so on (e.g., Tamborini, Bowman, Eden, Grizzard, & Organ, 2010).”
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- Interpretationreasoning§ Implications for Mental Health Intervention · p. 10
Games are cheaper than conventional therapy because they have no costs associated with therapists' time and training or renting facilities.
“Games are simply cheaper, given that they have no costs associated with therapists' time and training, renting facilities, and so on.”
Quote in the paperSubstantial claim - Interpretationreasoning§ 'Serious' Games in Health and Education · p. 9
Games for health and education often end up with the 'chocolate-covered broccoli' problem: they look great and are good for you but fail to work because the creative game dynamics that induce transportation and immersion are missing.
“games for health and education often end up with the 'chocolate-covered broccoli' problem-the games look great, they are good for you, but they ultimately fail to work because the creative game dynamics that induce transportation and immersion are missing, making them simply not fun.”
Quote in the paperSubstantial claim- Rests on an assumption: The most essential mechanism of engagement in games is fun.
- Premisecitation§ Implications for Mental Health Intervention · p. 10
The vast majority of evidence-based interventions in developmental psychopathology are based on cognitive-behavioral principles.
“The vast majority of evidencebased interventions in this field are based on cognitivebehavioral principles (see P. C. Kendall, 2011).”
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- Premisecitation§ Implications for Mental Health Intervention · p. 10
Engaging children and youth is one of the most challenging tasks faced by clinicians.
“Engaging children and youth is one of the most challenging tasks faced by clinicians (Crenshaw, 2008).”
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- Interpretationnone given§ Implications for Mental Health Intervention · p. 10
A third challenge faced by many intervention programs is access to care.
“A third challenge faced by many intervention programs is access to care.”
Quote in the paperSubstantial claim - Interpretationnone given§ Challenges and Future Research Directions · p. 10
The vast majority of previous work has examined children's and adolescents' experiences with single-player games.
“the vast majority of previous work has examined children's and adolescents' experiences with singleplayer games”
Quote in the paperSubstantial claim - Premisecitation§ Social Benefits of Gaming · p. 8
Adolescents who played games with civic experiences were more likely to be engaged in social and civic movements in their everyday lives.
“one large-scale, representative U.S. study (Lenhart et al., 2008) showed that adolescents who played games with civic experiences (e.g., Guild Wars 2 , an MMORPG, or massive multiplayer online role-playing game) were more likely to be engaged in social and civic movements in their everyday lives”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Lenhart et al., 2008
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- Interpretationreasoning§ Challenges and Future Research Directions · p. 9
Relying exclusively on self-report and retrospective assessments limits our understanding.
“Although self-report and retrospective assessments are useful, relying exclusively on these data limits our understanding.”
Quote in the paperSubstantial claim - Premisecitation§ Challenges and Future Research Directions · p. 10
More than 70% of individuals play games socially, online or in person, with friends and acquaintances.
“more than 70% of individuals play games socially, online or in person, with friends and acquaintances (Entertainment Software Association, 2012).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Entertainment Software Association, 2012
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- Study design and conductreasoning§ Social Benefits of Gaming · p. 8
The large-scale U.S. survey study linking civic game play to civic engagement did not differentiate the causal direction of effects.
“Unfortunately, as is the case with most survey studies in the field, this study did not differentiate the causal direction of effects.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Lenhart et al., 2008
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- Premisecitation§ Implications for Mental Health Intervention · p. 10
Children and adolescents, especially those who do not recognize that they have a mental health problem or are not motivated to change, often find psychoeducational lessons boring.
“children and adolescents, especially those who do not recognize that they have a mental health problem or are not motivated to change, often find these lessons boring.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Crenshaw, 2008
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- Premisecitation§ 'Serious' Games in Health and Education · p. 8
Re-Mission, a video game designed for child cancer patients, is a celebrated case of a game that had a significant impact on health-related behaviors.
“Perhaps the most celebrated success story of a game that had a significant impact on health-related behaviors is the case of Re-Mission (Kato, Cole, Bradlyn, & Pollock, 2008), a video game designed for child cancer patients.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Kato, Cole, Bradlyn, & Pollock, 2008
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- Premisecitation§ 'Serious' Games in Health and Education · p. 8
The medical field has become increasingly interested in 'gamifying' medical interventions.
“The medical field has picked up on these positive effects and become increasingly interested in 'gamifying' medical interventions (Ritterfeld, Cody, & Vorderer, 2009)”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Ritterfeld, Cody, & Vorderer, 2009
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- Premisecitation§ 'Serious' Games in Health and Education · p. 8
Researchers and practitioners in the medical field have begun to harness video games to motivate patients and improve their health outcomes.
“Researchers and practitioners alike in the medical field have begun to harness the power of video games to motivate patients and, ultimately, to improve their health outcomes (for a review, see Kato, 2010).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Kato, 2010
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- Premisecitation§ Implications for Mental Health Intervention · p. 10
The majority of CBT approaches do an adequate job of imparting new knowledge but leave a large gap between what youth actually know and what they do in their everyday lives.
“A second, related barrier to the majority of CBT approaches is that these programs do an adequate job of imparting new knowledge, but they leave a large gap between what youth actually know and what they do in their everyday lives.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites P. C. Kendall, 2011
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- Interpretationreasoning§ Challenges and Future Research Directions · p. 9
The games people choose to play exert diverse influences on players' motivations, emotional states, and social interactions.
“The games people choose to play, in turn, exert diverse influences on players' motivations, emotional states, and social interactions.”
Quote in the paperSubstantial claim - Premisecitation§ Implications for Mental Health Intervention · p. 11
There is strong evidence for the effectiveness of particular qualities of conventional intervention approaches that are difficult to incorporate in a game, including the healing effects of a strong therapeutic alliance and the benefits of emotional and social support in group-based interventions.
“there is strong evidence for the effectiveness of particular qualities of conventional intervention approaches that are difficult to incorporate in a game, including the healing effects of a strong therapeutic alliance (e.g., J. Green, 2006) and the benefits of experiencing emotional and social support in group-based interventions (e.g., Fine, Forth, Gilbert, & Haley, 1991).”
Quote in the paperSubstantial claim0 of 2 sources checked- cites J. Green, 2006
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- cites Fine, Forth, Gilbert, & Haley, 1991
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- Premisecitation§ Implications for Mental Health Intervention · p. 10
A randomized controlled trial showed SPARX, a fantasy role-playing game based on CBT for depression, to be as effective in treating depression as a therapist-administered CBT program.
“a fantasy role-playing game based on CBT for depression was recently developed ( SPARX ) to explicitly increase engagement, and a randomized controlled trial showed it to be as effective in treating depression as a therapist-administered CBT program (Merry et al., 2012).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Merry et al., 2012
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- Interpretationreasoning§ Implications for Mental Health Intervention · p. 10
Developing therapeutic video games can address the knowledge-behavior gap because they engage players in immersive emotional experiences and provide opportunities to practice new regulatory skills until they are automatized.
“Developing therapeutic video games can address this gap because they engage players in immersive emotional experiences (eliciting a range of emotions) and provide opportunities to practice new regulatory skills until they are automatized, canalizing new neural patterns that can lead to generalization outside the game.”
Quote in the paperSubstantial claim - Interpretationreasoning§ Implications for Mental Health Intervention · p. 10
Adolescents, minority youth, and the elderly are particularly likely to face access-to-care challenges.
“Adolescents, minority youth, and the elderly are particularly likely to face these challenges.”
Quote in the paperNot a substantial claim - Interpretationreasoning§ Implications for Mental Health Intervention · p. 10
Games designed for mental health interventions can reach populations with access barriers because they can be delivered wherever clients reside, with little cost and effort.
“Games designed for mental health interventions can reach these populations because they can be delivered to wherever clients reside, with little cost and effort.”
Quote in the paperSubstantial claim
- Classified as probably not a substantial claim. 41
- May combine two claims. 26
- The quote only partly states this claim. 1
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Premisecitation§ The Function of Play · p. 2Play is an emotionally significant context through which themes of power, dominance, aggression, nurturance, anxiety, pain, loss, growth, and joy can be enacted productively.
“Beyond social cognition, developmentalists have emphasized that play constitutes an emotionally significant context through which themes of power and dominance, aggression, nurturance, anxiety, pain, loss, growth, and joy can be enacted productively (e.g., Gottman, 1986).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Gottman, 1986
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Interpretationreasoning§ The Function of Play · p. 2The same emotional themes identified in children's play in general are also explored in video games, allowing cognitive, emotional, and social competencies to be acquired.
“We propose that, in addition to several unique factors, the same emotional themes identified in children's play experiences in general (e.g., dominance, nurturance, anxiety, and growth) are also explored in video games, allowing for important cognitive, emotional, and social competencies to be acquired.”
Quote in the paperNot a substantial claimMay combine two claims.
Premisenone given§ Cognitive Benefits of Gaming · p. 4Only two studies have explicitly tested the relation between playing video games and problem-solving abilities; in both, problem-solving was defined in the reflective sense.
“Only two studies have explicitly tested the relation between playing video games and problem-solving abilities; in both, problemsolving was defined in the reflective sense (e.g., taking time to gather information, evaluate various options, formulate a plan, and consider changing strategies and/or goals before proceeding further).”
Quote in the paperNot a substantial claimMay combine two claims.
Premisecitation§ Cognitive Benefits of Gaming · p. 4Playing strategic games predicted higher self-reported problem-solving skills, which in turn predicted better academic grades.
“Moreover, this latter study showed an indirect mediation effect such that playing strategic games predicted higher selfreported problem-solving skills, which, in turn, predicted better academic grades.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Adachi & Willoughby, 2013
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Premisecitation§ The Function of Play · p. 2Make-believe play provides children opportunities to reproduce real-life conflicts, work out ideal resolutions, and ameliorate negative feelings.
“Similarly, Piaget (1962) theorized that make-believe play provides children opportunities to reproduce real-life conflicts, to work out ideal resolutions for their own pleasure, and to ameliorate negative feelings.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Piaget, 1962
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Interpretationcitation§ Cognitive Benefits of Gaming · p. 3Shooter game players allocate attentional resources more efficiently and filter out irrelevant information more effectively.
“For example, a recent functional magnetic resonance imaging (fMRI) study found that the mechanisms that control attention allocation (e.g., the fronto-parietal network) were less active during a challenging pattern-detection task in regular gamers than in nongamers, leading the researchers to suggest that shooter game players allocate their attentional resources more efficiently and filter out Irr”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Bavelier et al., 2012
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Premisecitation§ The Function of Play · p. 2Play contexts allow children to experiment with social experiences and simulate alternative emotional consequences, which can bring about feelings of resolution outside the play context.
“Erikson (1977) proposed that play contexts allow children to experiment with social experiences and simulate alternative emotional consequences, which can then bring about feelings of resolution outside the play context.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Erikson, 1977
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Premisecitation§ Emotional Benefits of Gaming · p. 7Experiencing positive emotions may help broaden the number of behaviors one perceives as both possible and motivating and may build social relationships that provide support for goal pursuit and coping with failure.
“She demonstrates that experiencing positive emotions may help broaden the number of behaviors one perceives as both possible and motivating and may build social relationships that provide support for goal pursuit and coping with failure.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Fredrickson, 2001
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Premisecitation§ Emotional Benefits of Gaming · p. 7Positive emotions help undo the detrimental and de-motivating results of negative emotions.
“Further, Fredrickson and colleagues propose that positive emotions help undo the detrimental and de-motivating results of negative emotions.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Fredrickson, 2001
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Premisecitation§ Emotional Benefits of Gaming · p. 6Some of the most intense positive emotional experiences are triggered in the context of playing video games.
“It has further been suggested that some of the most intense positive emotional experiences are triggered in the context of playing video games (McGonigal, 2011).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites McGonigal, 2011
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Interpretationreasoning§ Cognitive Benefits of Gaming · p. 5Specific types of video games seem to enhance a suite of cognitive functions, some of which appear to generalize to real-world contexts.
“In summary, specific types of video games seem to enhance a suite of cognitive functions, some of which appear to generalize to real-world contexts.”
Quote in the paperNot a substantial claimMay combine two claims.
Interpretationreasoning§ Emotional Benefits of Gaming · p. 7Game playing may promote the ability to flexibly and efficiently reappraise emotional experiences, teaching players the benefits of dealing with frustration and anxiety in adaptive ways.
“Thus, game playing may promote the ability to flexibly and efficiently reappraise emotional experiences, teaching players the benefits of dealing with frustration and anxiety in adaptive ways.”
Quote in the paperSubstantial claimMay combine two claims.
Interpretationreasoning§ Cognitive Benefits of Gaming · p. 4The structure had eluded researchers for over 10 years, and the nonlinear, cooperative, creative problem-solving techniques used by gamers seemed to be precisely the skills needed to solve it.
“The structure had eluded researchers for over 10 years; however, the nonlinear, cooperative, and creative problem-solving techniques used by these gamers seemed to be precisely the skills needed to finally solve this elusive problem.”
Quote in the paperSubstantial claimClassified as probably not a substantial claim.
Interpretationreasoning§ Motivational Benefits of Gaming · p. 6This motivational style may generalize to school and work contexts.
“This motivational style, in turn, may generalize to school and work contexts.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S4 (based).
Premisereasoning§ Social Benefits of Gaming · p. 7In virtual social communities, decisions need to be made on the fly about whom to trust, whom to reject, and how to most effectively lead a group.
“In these virtual social communities, decisions need to be made on the fly about whom to trust, whom to reject, and how to most effectively lead a group.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S1 (asserted), S3 (load-bearing).
Premisecitation§ Emotional Benefits of Gaming · p. 7Correlational studies suggest that individuals consciously turn to video games to regulate their emotions.
“Further, although correlational studies suggest that individuals consciously turn to these games to regulate their emotions (Olson, 2010), it may simply be that positive moods and game playing co-occur, and players report retrospectively that experiencing positive emotions was a conscious motivation that preceded play.”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Olson, 2010
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Premisenone given§ Emotional Benefits of Gaming · p. 7The type of contexts that most often pull for effective emotion-regulation strategies such as reappraisal are social in nature.
“Importantly, the type of contexts that most often pull for effective emotionregulation strategies-such as reappraisal-are social in nature.”
Quote in the paperNot a substantial claimMay combine two claims.
Premisecitation§ Emotional Benefits of Gaming · p. 6Playing puzzle video games can improve players' moods, promote relaxation, and ward off anxiety.
“For example, studies suggest that playing puzzle video games-games with minimal interfaces, short-term commitments, and a high degree of accessibility (e.g., Angry Birds , Bejewled II )-can improve players' moods, promote relaxation, and ward off anxiety (Russoniello et al., 2009).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Russoniello et al., 2009
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Interpretationcitation§ Motivational Benefits of Gaming · p. 6Immediate and concrete feedback in video games rewards continual effort and keeps players within the zone of proximal development.
“Immediate and concrete feedback in video games (e.g., through points, coins, dead ends in puzzles) serves to reward continual effort and keep players within what Vygotsky (1978, p. 86) coined the 'zone of proximal development.'”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Vygotsky, 1978
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Premisenone given§ Emotional Benefits of Gaming · p. 7Video games trigger a range of negative emotions, including frustration, anger, anxiety, and sadness.
“Games do not elicit only positive emotions; video games also trigger a range of negative ones, including frustration, anger, anxiety, and sadness.”
Quote in the paperNot a substantial claimMay combine two claims.
Premisecitation§ Motivational Benefits of Gaming · p. 6Experiences of failure in video games do not lead to anger, frustration, or sadness, although players often feel these negative emotions intermittently.
“Moreover, contrary to what we might expect, these experiences of failure do not lead to anger, frustration, or sadness, although players often do feel these negative emotions intermittently.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Salminen & Ravaja, 2008
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Premisecitation§ Motivational Benefits of Gaming · p. 6When faced with failure, players are highly motivated to return to the task of winning and are relentlessly optimistic about reaching their goals.
“When faced with failure, players are highly motivated to return to the task of winning, and they are 'relentlessly optimistic' about reaching their goals (McGonigal, 2011).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites McGonigal, 2011
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Premisecitation§ Emotional Benefits of Gaming · p. 6Flow or transportation is a positive emotional experience described by gamers, during which they are immersed in an intrinsically rewarding activity that elicits a high sense of control while evoking a loss of self-consciousness.
“Flow or transportation is another positive emotional experience described by gamers, during which they are immersed in an intrinsically rewarding activity that elicits a high sense of control while simultaneously evoking a loss of self-consciousness (Sherry, 2004).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Sherry, 2004
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Premisecitation§ Challenges and Future Research Directions · p. 93% of Dutch youth who play video games exhibit pathological symptoms of addiction.
“two large-scale survey studies have found that 3% of Dutch (van Rooij, Schoenmakers, Vermulst, van den Eijnden, & van de Mheen, 2011) and about 8% of U.S. youth (Gentile, 2009) who play video games exhibit pathological symptoms of addiction”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites van Rooij, Schoenmakers, Vermulst, van den Eijnden, & van de Mheen, 2011
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Interpretationnone given§ Challenges and Future Research Directions · p. 10The suitability ratings ascribed to games by the entertainment industry are based on little to no scientific evidence regarding potential harms or benefits.
“the suitability ratings ascribed to games by the entertainment industry (e.g., E for 'everyone,' M for 'not appropriate for children under the age of 18') are based on little to no scientific evidence regarding potential harms or benefits.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing), S4 (based).
Interpretationnone given§ Challenges and Future Research Directions · p. 9Games that are fundamentally social and rely on varied social partners provide a large amount of variability in game experiences depending on who the player encounters each time.
“Games that are fundamentally social and rely on varied social partners also provide a large amount of variability in game experiences, depending on who the player encounters each time she or he enters the gaming world.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable), S4 (based).
Interpretationreasoning§ Implications for Mental Health Intervention · p. 10Video games can have a particularly large impact in the area of developmental psychopathology.
“Our expertise is in the area of developmental psychopathology, where we contend video games can have a particularly large impact.”
Quote in the paperNot a substantial claimMay combine two claims.
Premisecitation§ Challenges and Future Research Directions · p. 9Most popularly played games today are complex and change dynamically, so that players' in-game behaviors change how the game progresses, feeding back to and constraining how the player adapts in subsequently updated game contexts.
“most popularly played games today are complex and change dynamically (see the top half of Figure 1), which means that players' in-game behaviors change how the game itself progresses, feeding back to, and constraining, how the player continues to adapt to these changes in subsequently updated game contexts (Klimmt, Vorderer, & Ritterfeld, 2007).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Klimmt, Vorderer, & Ritterfeld, 2007
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Interpretationnone given§ Implications for Mental Health Intervention · p. 10Video games hold immense potential to teach new forms of thought and behavior.
“there is one point that both sides are advocating with which we fervently agree: Video games hold immense potential to teach new forms of thought and behavior.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S4 (based).
Interpretationnone given§ Implications for Mental Health Intervention · p. 10The cost-effectiveness of delivering mental health interventions is often a barrier to treatment delivery.
“Finally, the cost-effectiveness of delivering mental health interventions is often a barrier to treatment delivery.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S4 (based). May combine two claims.
Interpretationnone given§ Implications for Mental Health Intervention · p. 10Many children and families cannot afford individual or group therapy, and schools worldwide are facing funding cuts that have significantly decreased the number of programs offered as part of the curriculum.
“Many children and families cannot afford individual or group therapy, and schools worldwide are facing cuts in funding that have significantly decreased the number of programs that can be offered as part of the curriculum.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S4 (based).
Interpretationnone given§ Challenges and Future Research Directions · p. 9There are very few, if any, well-designed published studies that examine both the positive and negative effects of the same games and the conditions under which these effects are most likely manifested.
“there are very few, if any, well-designed published studies that examine both the positive and negative effects of the same games and the conditions under which these effects are most likely manifested, whether they are violent in nature or otherwise.”
Quote in the paperNot a substantial claimMay combine two claims.
Interpretationnone given§ Implications for Mental Health Intervention · p. 10These role-playing, problem-solving, and homework exercises are mostly de-contextualized and rarely involve the authentic emotional experiences during which most conflicts arise.
“But these are mostly de-contextualized exercises that rarely involve the authentic emotional experiences during which most conflicts arise.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S3 (load-bearing), S4 (based).
Interpretationnone given§ Conclusion · p. 11Both traditional and video games are fundamentally voluntary in nature.
“Both traditional and video games are fundamentally voluntary in nature”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable).
Interpretationreasoning§ Challenges and Future Research Directions · p. 9By dichotomizing video games into 'good' or 'bad,' 'violent' or 'prosocial,' psychologists are largely overlooking the complex new playground of contemporary video games and the varied landscape of virtual interactions taking place in those games.
“By dichotomizing video games into either 'good' or 'bad,' 'violent' or 'prosocial,' psychologists are largely (with the exception of media psychologists) overlooking the complex new playground of contemporary video games and the varied landscape of virtual interactions taking place in those games.”
Quote in the paperNot a substantial claimClassified as probably not a substantial claim. May combine two claims.
Interpretationreasoning§ 'Serious' Games in Health and Education · p. 9Medical practitioners, teachers, and researchers are not game designers and often develop products that miss the most essential mechanism of engagement in games, the fun.
“The second shortcoming is that medical practitioners, teachers, and researchers are not game designers, and as a result, they often develop products that miss the most essential mechanism of engagement in games-the fun.”
Quote in the paperSubstantial claim- Rests on an assumption: The most essential mechanism of engagement in games is fun.
Probably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.
Interpretationnone given§ Challenges and Future Research Directions · p. 10Past approaches have focused almost exclusively on the short-term impact of games, and very few longitudinal studies have been conducted in this area.
“Another limitation of past approaches is the almost exclusive focus on the short-term impact of games; very few longitudinal studies have been conducted in this area.”
Quote in the paperNot a substantial claimMay combine two claims.
Premisecitation§ Implications for Mental Health Intervention · p. 10The gap between knowledge and behavior has long been recognized as a problem in the field, and many interventions therefore incorporate role-playing, problem-solving exercises, and homework assignments.
“This gap between knowledge and behavior has long been recognized as a problem in the field, and thus many interventions incorporate role-playing, problem-solving exercises and homework assignments (e.g., P. C. Kendall, 2011 ).”
Quote in the paperSubstantial claim0 of 1 sources checked- cites P. C. Kendall, 2011
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Interpretationnone given§ 'Serious' Games in Health and Education · p. 9Very few of the games developed to improve health and learning outcomes are ever scientifically evaluated.
“The most important reason is that very few of the games developed to improve health and learning outcomes are ever scientifically evaluated.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S4 (based). May combine two claims.
Interpretationnone given§ Implications for Mental Health Intervention · p. 10Video games have permeated almost all households across almost all countries, yet little attention has been paid to using the medium for purposes beyond entertainment and beyond demonstrated benefits for education and health care.
“Given that video games have permeated almost all households, across almost all countries, it is striking how little attention has been paid to using this medium for purposes that go beyond entertainment and beyond demonstrated benefits for education and health care.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Premisecitation§ Challenges and Future Research Directions · p. 9About 8% of U.S. youth who play video games exhibit pathological symptoms of addiction.
“about 8% of U.S. youth (Gentile, 2009) who play video games exhibit pathological symptoms of addiction”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Gentile, 2009
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Interpretationreasoning§ Implications for Mental Health Intervention · p. 10Video games can uniquely and significantly address the limitations of CBT-based interventions and improve intervention effects across a broad spectrum of disorders.
“We propose that video games can uniquely and significantly address these limitations and, in turn, improve intervention effects across a broad spectrum of disorders.”
Quote in the paperNot a substantial claimMay combine two claims. The quote only partly states this claim.
Premisecitation§ 'Serious' Games in Health and Education · p. 8In an international randomized controlled study in 34 medical centers, adherence to treatment protocol, self-efficacy, and cancer-related knowledge were all significantly greater in the Re-Mission intervention group than in the control group.
“Adherence to treatment protocol, self-efficacy, and cancer-related knowledge were all significantly greater in the intervention group.”
Quote in the paperSubstantial claim0 of 1 sources checked- cites Kato et al., 2008
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Interpretationreasoning§ Implications for Mental Health Intervention · p. 10The learning potential of video games has been left largely untapped in the mental health arena, and addressing this gap holds promise for a radical new approach to intervention.
“We argue that this learning potential has been left largely untapped in the mental health arena, and addressing this gap holds a great deal of promise for a radical new approach to intervention.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing).
Premisecitation§ 'Serious' Games in Health and Education · p. 8A meta-analysis concluded that games can make important advances in the educational reform necessary to deal with the learning challenges of the next century.
“a meta-analysis concluded that games can make important advances in the educational reform necessary to deal with the learning challenges of the next century (Vogel et al., 2006).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Vogel et al., 2006
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Interpretationnone given§ Challenges and Future Research Directions · p. 10No studies have assessed the daily patterns of gaming and the function that these patterns of use may serve.
“Moreover, no studies have assessed the daily patterns of gaming and the function that these patterns of use may serve.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S4 (based).
Interpretationnone given§ Implications for Mental Health Intervention · p. 10Games are likely associated with less stigma than conventional therapy.
“Moreover, it is likely that games are associated with less stigma than conventional therapy, addressing another barrier.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable).
Interpretationcitation§ Challenges and Future Research Directions · p. 9The picture of video game effects is much more complex than popular press headlines suggest.
“perhaps the most important lesson from these conflicting meta-analyses is that the picture is much more complex than popular press headlines suggest (Ferguson, 2013).”
Quote in the paperNot a substantial claim0 of 1 sources checked- cites Ferguson, 2013
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Interpretationreasoning§ Conclusion · p. 11Video games share many similarities with traditional games and likely provide benefits similar to those provided by play more generally.
“Video games share many similarities with traditional games and likely provide benefits similar to those provided by play more generally.”
Quote in the paperSubstantial claimProbably not a substantial claim: may not pass S4 (based).
Interpretationnone given§ Conclusion · p. 11There are very few video games that have been developed with the aim of promoting well-being or treating mental health problems.
“Remarkably, there are very few video games that have been developed with these aims in mind.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable), S4 (based).
Interpretationreasoning§ Conclusion · p. 11Video games are socially interactive in a way never before afforded.
“Video games are socially interactive in a way never before afforded.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable), S4 (based).
Interpretationreasoning§ Conclusion · p. 11Video games hold particular potential for interventions that promote well-being, including the prevention and treatment of mental health problems in youth.
“we have become particularly inspired by the potential that these games hold for interventions that promote well-being, including the prevention and treatment of mental health problems in youth.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).
Interpretationreasoning§ Conclusion · p. 11The large amount of time invested in playing video games may mean that they provide qualitatively different experiences than conventional games.
“The large amount of time invested in playing video games may also mean that they provide qualitatively different experiences than conventional games.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S4 (based).
Interpretationnone given§ Conclusion · p. 11Players immerse themselves in pretend worlds that are safe contexts in which negative emotions can be worked out.
“players immerse themselves in pretend worlds that are safe contexts in which negative emotions can be worked out”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable), S3 (load-bearing), S4 (based).
Interpretationreasoning§ Conclusion · p. 11These differences in space and time likely hold wholly new benefits and risks that have yet to be conceptualized.
“These differences in space and time likely hold wholly new benefits and risks that have yet to be conceptualized.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S2 (checkable), S4 (based).
Interpretationnone given§ Conclusion · p. 11Games allow a sense of control with just enough unpredictability to feel deep satisfaction and intense pride when formidable goals are finally reached.
“games allow a sense of control with just enough unpredictability to feel deep satisfaction and intense pride when formidable goals are finally reached”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.
Interpretationnone given§ Conclusion · p. 11Increasingly, players are gaming online with friends, family, and complete strangers, crossing geographical distances and blurring cultural boundaries, age and generation gaps, socioeconomic differences, and language barriers.
“Increasingly, players are gaming online, with friends, family, and complete strangers, crossing vast geographical distances and blurring not only cultural boundaries but also age and generation gaps, socioeconomic differences, and language barriers.”
Quote in the paperNot a substantial claimProbably not a substantial claim: may not pass S3 (load-bearing), S4 (based). May combine two claims.
Interpretationnone given§ Conclusion · p. 11Both traditional and video games can include competitive and cooperative objectives.
“they can include competitive and cooperative objectives”
Quote in the paperNot a substantial claim
The paper relies on this without support.
Most children and adolescents are enthralled with video games.
“Given how enthralled most children and adolescents are with video games, we believe that a multidisciplinary team of psychologists, clinicians, and game designers can work together to develop genuinely innovative approaches to mental health interventions.”
The paper relies on this without support.
The most essential mechanism of engagement in games is fun.
“they often develop products that miss the most essential mechanism of engagement in games-the fun.”
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
mHealth can play an important role in accurate recognition of symptoms and timely treatment.
“Mobile health (mHealth) can play an important role in accurate recognition of symptoms and timely treatment [9-11].”
From A Smartphone Serious Game for Adolescents (Grow It! App): Development, Feasibility, and Acceptance Study (2022) · cites this paper as [10]
The Implications for Mental Health Intervention section (p. 10) says games can improve access to care by reaching people who have difficulty attending treatment programs. It does not address mHealth generally, accurate symptom recognition, or whether treatment begins sooner. (LLM, conf=0.75)
Experimental — accuracy not yet measuredSerious games offer an environment in which attractive learning tasks are presented in a way that addresses the difficulties that children with ADHD often have in engaging with boring and repetitive training tasks.
“Such games offer an environment in which attractive learning tasks are presented in a way that addresses the difficulties that children with ADHD often have in engaging with “boring” and repetitive training tasks [36-38].”
Video games are a ubiquitous part of our current society.
“video games are a ubiquitous part of our current society”
From Behavioral trainings and manipulations to reduce delay discounting: A systematic review (2019) · cites this paper as Granic, Lobel, & Engels, 2014
Video games can promote long-term training by incorporating repetitive actions and encouraging repetitive gameplay without evoking boredom.
“video games can promote long-term training by incorporating repetitive actions and encouraging repetitive gameplay without evoking boredom”
From Behavioral trainings and manipulations to reduce delay discounting: A systematic review (2019) · cites this paper as Granic et al., 2014
For current and upcoming youth who play video games and socialize online daily, the norm is digital experiences designed to adjust to the pace, content preferences, and skill levels of users.
“For the current and upcoming generation of youth who play video games and socialize online daily, the norm is digital experiences that are exquisitely designed to adjust to the pace, content preferences, and skill levels of their users [49].”
From Use of the Principles of Design Thinking to Address Limitations of Digital Mental Health Interventions for Youth: Viewpoint (2019) · cites this paper as [49]
Applied games provide a compelling virtual playground to gain knowledge and practice skills.
“They also provide a compelling virtual playground to not only gain knowledge, but also practice skills.”
From Use of the Principles of Design Thinking to Address Limitations of Digital Mental Health Interventions for Youth: Viewpoint (2019) · cites this paper as [49]
Applied games can overcome the stigma associated with traditional and self-help interventions.
“Finally, applied games can overcome the stigma associated with traditional and self-help interventions.”
From Use of the Principles of Design Thinking to Address Limitations of Digital Mental Health Interventions for Youth: Viewpoint (2019) · cites this paper as [49]
Well-designed applied games are intrinsically motivating, offer a strong sense of agency, and are simply fun.
“In short, well-designed applied games are intrinsically motivating, offer a strong sense of agency, and are simply fun.”
From Use of the Principles of Design Thinking to Address Limitations of Digital Mental Health Interventions for Youth: Viewpoint (2019) · cites this paper as [49]
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“Online gaming might enrich people’s lives.(24) Studies show that high involvement in gaming is not necessarily problematic,(25) and gaming appears mostly adaptive,(26) and might reduce loneliness.”
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“For those motivated by challenge, frustration, and mastery, daily experiences with these digital training regimens seem to build a “growth mindset” (Dweck & Molden, 2005; see Granic et al., 2014 for review), essentially a mindset that has agency and redemption at its core.”
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Video Gaming and Children’s Psychosocial Wellbeing: A Longitudinal Study
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“, television, movies, and books) is that they are interactive; gamers cannot passively surrender to a storyline of a game [23].”
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eSport: Construct specifications and implications for sport management
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Examining Board Gameplay and Learning: A Multidisciplinary Review of Recent Research
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A neurofeedback video game (MindLight) to prevent anxiety in children: A randomized controlled trial
Schoneveld, E. A., Malmberg, M., Lichtwarck-Aschoff, A., Verheijen, G. P., Engels, R. C. M. E., & Granic, I. (2016) · Computers in Human Behavior · doi:10.1016/j.chb.2016.05.005 · Cited by 174 · see citing works
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Is Playing Video Games Related to Cognitive Abilities?
Nash Unsworth, A., Redick, T. S., McMillan, B. D., Hambrick, D. Z., Kane, M. J., & Engle, R. W. (2015) · Psychological Science · doi:10.1177/0956797615570367 · Cited by 180 · see citing works
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“Turning to cognitive behavioral outcomes, researchers have shown that games such as Portal 2 or RPGs (ie, World of Warcraft, Pokémon, and Final Fantasy) can promote goal achievement and reappraisal and facilitate flexibility and efficient emotional regulation as an adaptive tool [60].”
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Level up Learning: A National Survey on Teaching with Digital Games.
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“Exclusion criteria were (1) an estimated total Intelligent Quotient (IQ) lower than 80 (determined by vocabulary and block design subtests of the Wechsler Intelligence Scale for Children III [WISC-III] [36,48,49], (2) substance abuse problems (eg, drugs, alcohol), (3) conduct disorder, (4) autism spectrum disorder (bo…”
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Application of AR and VR in hand rehabilitation: A systematic review
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Coping with crisis: The paradox of technology and consumer vulnerability
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Gameful civic engagement: A review of the literature on gamification of e-participation
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Video game addiction: The push to pathologize video games.
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The Ubiquity of the Screen: An Overview of the Risks and Benefits of Screen Time in Our Modern World
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Digital media: Promoting healthy screen use in school-aged children and adolescents
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The Use of Electronic Games in Therapy: a Review with Clinical Implications
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The debate over digital technology and young people
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Video games can develop graduate skills in higher education students: A randomised trial
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“The same review [27] reported cognitive benefits of video games as children developed problem-solving skills and enhanced creativity.”
Better Together: Outcomes of Cooperation Versus Competition in Social Exergaming
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Game Learning Analytics: Learning Analytics for Serious Games
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A systematic review on the impacts of game-based learning on argumentation skills
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“Empathy machine”: how virtual reality affects human rights attitudes
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Problematic Gaming and Sleep: A Systematic Review and Meta-Analysis
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“The following research questions were thus addressed: (1)What characterizes the studies conducted so far on the relationship between problematic gaming and sleep?, (2) what is the evidence for a causal relationship between problematic gambling and sleep? and (3) what is the strength of the association between problema…”
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Leveraging Technology to Improve Health in Adolescence: A Developmental Science Perspective
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Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review
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“The fundamental objective of video games is to entertain the player and elicit positive emotions [12,18], which, as stated by the “broaden-and-build” theory [42,43], have positive effects on the psychological well-being of the individual [44-46].”
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Clemente‐Suárez, V. J., Beltrán-Velasco, A. I., Herrero-Roldán, S., Rodríguez-Besteiro, S., Martínez‐Guardado, I., Martín-Rodríguez, A., & Tornero-Aguilera, J. F. (2024) · Children · doi:10.3390/children11111299 · Cited by 211 · see citing works
Cognitive Bias Modification for adolescents with substance use problems – Can serious games help?
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- Authors
- Granic, I., Lobel, A., & Engels, R. C. M. E.
- Affiliations
- Radboud University Nijmegen (NL)
- Venue
- American Psychologist
- Published
- 2014-01
- Volume
- 69
- Issue
- 1
- Pages
- 66-78
- ISSN
- 0003-066X (ISSN-L)
- 1935-990X
- OpenAlex
- W2063077274
- Semantic Scholar
- 12f6500480290c0d8ca6933382478f82883cde88
- Cited by
- 2,456
- References
- 72
- Citations by year
- 2026: 181 · 2025: 245 · 2024: 240 · 2023: 277 · 2022: 225 · 2021: 229 · 2020: 206 · 2019: 239 · 2018: 168 · 2017: 154 · 2016: 120 · 2015: 118 · 2014: 51
- FWCI
- 298.40
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- American Psychologist (publishedVersion)
- PubMed (publishedVersion)
- Radboud Repository (Radboud University) (submittedVersion)
- Topics
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Social Sciences › Sociology and Political Science › Impact of Technology on Adolescents
- Keywords
- video games, children and adolescents, cognitive benefits, motivation, emotional benefits, social benefits, mental health, psychosocial development, media psychology, positive psychology, game-based intervention
- MeSH terms
- Adolescent, Adolescent Behavior, Child, Child Behavior, Cognition, Emotions, Humans, Mental Health, Motivation, Social Behavior, Video Games
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