چهار شنبه, ۰۲ مهر ۱۴۰۴
زمان تقریبی مطالعه
۶۴ دقیقه
کتابنامه
- Aarseth, E., Bean, A. M., Boonen, H., Colder Carras, M., Coulson, M., Das, D.,… Van Rooij, A. J. (2016). Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal. Journal of Behavioral Addictions, 6(3), 267–270. https://doi.org/10.1556/ 2006.5.2016.088
- Adachi, P. J. C., & Willoughby, T. (2013). More than just fun and games: The longitudinal relationships between strategic video games, self-reported problem-solving skills, and academic grades. Journal of Youth and Adolescence, 42(7), 1041–1052. https://doi.org/10.1007/ s10964-013-9913-9
- Adachi, P. J. C., & Willoughby, T. (2017). The link between playing video games and positive youth outcomes. Child Development Perspectives, 11(3), 202–206. https://doi.org/10.1111/cdep.12232
- Agina, A. M. (2012). “Who vs. whom and where should we go through?”: A reflection towards clarifying the effect of media and entertainment on children’s development for future research. Computers in Human Behavior, 28(4), 1083–1090. https://doi.org/10.1016/j.chb.2012.01.019
- American Psychiatric Association. (2013). Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition. Arlington, VA: American Psychiatric Association. Retrieved from dsm.psychiatryonline.org
- Anderson, C. A., & Bushman, B. J. (2002). Human aggression. Annual Review of Psychology, 53. Retrieved from http://www.annualreviews.org/eprint/wZXD4ZASNg4bU/full/10.1146/ annurev.psych.53.100901.135231?siteid=arjournals&keytype=ref
- Anderson, C. A., Sakamoto, A., Gentile, D. A., Ihori, N., Shibuya, A., Yukawa, S.,… Kobayashi, K. (2008). Longitudinal effects of violent video games on aggression in Japan and the United States. Pediatrics, 122(5), e1067–1072. https://doi.org/10.1542/peds.2008-1425
- Bandura, A. (1977). Social learning theory. Oxford: Prentice-Hall.
- Bandura, A. (1986). Social foundations of thought and action: A social cognitive theory. Englewood Cliffs, NJ: Prentice-Hall.
- Banz, B. C., Yip, S. W., Yau, Y. H. C., & Potenza, M. N. (2016). Behavioral addictions in addiction medicine: from mechanisms to practical considerations. Progress in Brain Research, 223, 311–328. https://doi.org/10.1016/bs.pbr.2015.08.003
- Bandura, A., Ross, D., & Ross, S. A. (1961). Transmission of Aggression Through Imitation of Aggressive Models. Journal of Abnormal and Social Psychology, 63, 575–582.
- Bartle, R. (1996). Hearts, clubs, diamonds, spades: Players who suit MUDs. Journal of MUD Research, 1(1), 19.
- Bergen, D., & Davis, D. (2011). Influences of technology-related playful activity and thought on moral development. American Journal of Play, 4(1), 80–99.
- Bickham, D. S., Hswen, Y., & Rich, M. (2015). Media use and depression: Exposure, household rules, and symptoms among young adolescents in the USA. International Journal of Public Health, 60(2), 147–155. https://doi.org/10.1007/s00038-014-0647-6
- Bleakley, C. M., Charles, D., Porter-Armstrong, A., McNeill, M. D. J., McDonough, S. M., & McCormack, B. (2015). Gaming for health: A systematic review of the physical and cognitive effects of interactive computer games in older adults. Journal of Applied Gerontology, 34(3), NP166–189. https://doi.org/10.1177/0733464812470747
- Blum-Dimaya, A., Reeve, S. A., Reeve, K. F., & Hoch, H. (2010). Teaching children with autism to play a video game using activity schedules and game-embedded simultaneous video modeling. Education and Treatment of Children, 33(3), 351–370.
- Bowman, N. (2015). The rise (and refinement) of moral panic. In R. Kowert & T. Quandt (Eds.), The video game debate: Unraveling the physical, social, and psychological effects of digital games (pp. 22–38). New York, NY: Routledge.
- Bowman, N., & Tamborini, R. (2012). Task demand and mood repair: The intervention potential of computer games. New Media & Society, 14(8), 1339–1357. https://doi.org/10.1177/
- 1461444812450426
- Boyle, E. A., Hainey, T., Connolly, T. M., Gray, G., Earp, J., Ott, M.,… Pereira, J. (2016). An update to the systematic literature review of empirical evidence of the impacts and outcomes of computer games and serious games. Computers & Education, 94, 178–192. https://doi.org/10.1016/j.compedu. 2015.11.003
- Breuer, J., Vogelgesang, J., Quandt, T., & Festl, R. (2015). Violent video games and physical aggression: Evidence for a selection effect among adolescents. Psychology of Popular Media Culture, 4, 305–328.
- Brockmyer, J. F. (2015). Playing violent video games and desensitization to violence. Child and Adolescent Psychiatric Clinics of North America, 24(1), 65–77. https://doi.org/10.1016/ j.chc.2014.08.001
- Bryant, J., & Zillmann, D. (2009). Using television to alleviate boredom and stress: Selective exposure as a function of induced excitational states. Journal of Broadcasting, 28, 1–20. https://doi.org/10.1080/08838158409386511
- Bulaj, G. (2014). Combining non-pharmacological treatments with pharmacotherapies for neurological disorders: A unique interface of the brain, drug-device, and intellectual property. Frontiers in Neurology, 5, 126. https://doi.org/10.3389/fneur.2014.00126
- Busch, V., Loyen, A., Lodder, M., Schrijvers, A. J. P., van Yperen, T. A., & de Leeuw, J. R. J. (2014). The effects of adolescent health-related behavior on academic performance: A systematic review of the longitudinal evidence. Review of Educational Research, 84(2), 245–274. https://doi.org/10.3102/0034654313518441
- Bushman, B. J. (1995). Moderating Role of Trait Aggressiveness in the Effects of Violent Media on Aggression (Vol. 69, pp. 950–960). Presented at the Annual Convention of the Society for Experimental Social Psychologists, Journal of Personality and Social Psychology.
- Bushman, B. J., Gollwitzer, M., & Cruz, C. (2015). There is broad consensus: Media researchers agree that violent media increase aggression in children, and pediatricians and parents concur. Psychology of Popular Media Culture, 40(3), 200–214.
- Bushman, B. J., & Huesmann, L. R. (2014). Twenty-five years of research on violence in digital games and aggression: A reply to Elson & Ferguson (2013). European Psychologist, 19, 47–55. https://doi.org/10.1027/1016-9040/a000164
- Calvert, S. L., Appelbaum, M., Dodge, K. A., Graham, S., Nagayama Hall, G. C., Hamby, S.,… Hedges, L. V. (2017). The American Psychological Association Task Force assessment of violent video games: Science in the service of public interest. The American Psychologist, 72(2), 126–143. https://doi.org/10.1037/a0040413
- Caplan, S., Williams, D., & Yee, N. (2009). Problematic internet use and psychosocial well-being among MMO players. Computers in Human Behavior, 25(6), 1312–1319. https://doi. org/10.1016/j.chb.2009.06.006
- Chak, K., & Leung, L. (2004). Shyness and locus of control as predictors of internet addiction and internet use. Cyberpsychology & Behavior, 7(5), 559–570.
- Chao, Y.-Y., Scherer, Y. K., & Montgomery, C. A. (2015). Effects of using Nintendo Wii exergames in older adults: A review of the literature. Journal of Aging and Health, 27(3), 379–402. https://doi.org/10.1177/0898264314551171
- Colder Carras, M., Van Rooij, A. J., Van de Mheen, D., Musci, R., Xue, Q.-L., & Mendelson, T. (2017). Video gaming in a hyperconnected world: A cross-sectional study of heavy gaming, problematic gaming symptoms, and online socializing in adolescents. Computers in Human Behavior, 68, 472–479. https://doi.org/10.1016/j.chb.2016.11.060
- Cole, H., & Griffiths, M. D. (2007). Social interactions in massively multiplayer online role playing gamers. Cyberpsychology & Behavior, 10(4), 575–583. https://doi.org/10.1089/ cpb.2007.9988
- Coulson, M., & Ferguson, C. J. (2016). The influence of digital games on aggression and violent crime. In R. Kowert & T. Quandt (Eds.), The video game debate: Unravelling thephysical, social, and psychological effects of digital games (pp. 54–73). New York, NY: Routledge.
- Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience. New York, NY: Harper & Row.
- Denzler, M., & Förster, J. (2012). A goal model of catharsis. European Review of Social Psychology, 23(1), 107–142. https://doi.org/10.1080/10463283.2012.699358
- Dewall, C. N., Finkel, E. J., Lambert, N. M., Slotter, E. B., Bodenhausen, G. V., Pond, R. S.,… Fincham, F. D. (2013). The voodoo doll task: Introducing and validating a novel method for studying aggressive inclinations. Aggressive Behavior, 39(6), 419–439. https://doi. org/10.1002/ab.21496
- DiTommaso, E., Brannen-McNulty, C., Ross, L., & Burgess, M. (2003). Attachment styles, social skills and loneliness in young adults. Personality and Individual Differences, 35(2), 303–312. https://doi.org/10.1016/S0191-8869(02)00190-3
- Domahidi, E., Breuer, J., Kowert, R., Festl, R., & Quandt, T. (2016). A longitudinal analysis of gaming-and non-gaming-related friendships and social support among social online game players. Media Psychology, [online] 1–20. https://doi.org/10.1080/15213269.2016.1257393
- Domahidi, E., & Quandt, T. (2015). “And all of a sudden my life was gone…”: A biographical analysis of highly engaged adult gamers. New Media & Society, 17(7), 1154–1169. https://doi. org/10.1177/1461444814521791
- Duggan, M. (2015, December 15). Gaming and Gamers. Pew Research Center. Retrieved December 30, 2015, from http://www.pewinternet.org/2015/12/15/gaming-and-gamers/
- Durkin, K., & Barber, B. (2002). Not so doomed: Computer game play and positive adolescent development. Journal of Applied Developmental Psychology, 23(4), 373–392. https://doi. org/10.1016/S0193-3973(02)00124-7
- Eiser, A. R. (2015). Postmodern Stress Disorder (PMSD): A possible new disorder. The American Journal of Medicine, 128(11), 1178–1181. https://doi.org/10.1016/j.amjmed.2015.04.039
- Elson, M., Breuer, J., & Quandt, T. (2014). Know thy player: An integrated model of player experience for digital games research. In M. C. Angelides & H. Agius (Eds.), Handbook of digital games (pp. 362–387). Hoboken, NJ: John Wiley & Sons, Inc.
- Elson, M., & Ferguson, C. J. (2014). Twenty-five years of research on violence in digital games and aggression: Empirical evidence, perspectives, and a debate gone astray. European Psychologist, 19(1), 33–46. https://doi.org/10.1027/1016-9040/a000147
- Entertainment Software Association. (2017, April 19). Two-Thirds of American Households Regularly Play Video Games. Retrieved July 22, 2017, from http://www.theesa.com/article/ two-thirds-american-households-regularly-play-video-games/
- Etchells, P. J., Gage, S. H., Rutherford, A. D., & Munafò, M. R. (2016). Prospective investigation of video game use in children and subsequent conduct disorder and depression using data from the Avon Longitudinal Study of Parents and Children. PLoS ONE, 11(1). Retrieved from http://search.ebscohost.com/login.aspx?direct=true&db=psyh&AN=2016-06103-001&site=ehost-live&scope=site
- Ferguson, C. J. (2008). The school shooting/violent video game link: Causal relationship or moral panic? Journal of Investigative Psychology and Offender Profiling, 5(1–2), 25–37. https:// doi.org/10.1002/jip.76
- Ferguson, C. J. (2011). Video games and youth violence: a prospective analysis in adolescents. Journal of Youth and Adolescence, 40(4), 377–391. https://doi.org/10.1007/s10964-010-9610-x
- Ferguson, C. J. (2015). Do angry birds make for angry children? A meta-analysis of video game influences on children’s and adolescents’ aggression, mental health, prosocial behavior, andacademic performance. Perspectives on Psychological Science, 10(5), 646–666. https://doi. org/10.1177/1745691615592234
- Ferguson, C. J., & Rueda, S. M. (2009). Examining the validity of the modified Taylor competitive reaction time test of aggression. Journal of Experimental Criminology, 5(2), 121. https://doi.org/10.1007/s11292-009-9069-5
- Fleming, T. M., Bavin, L., Stasiak, K., Hermansson-Webb, E., Merry, S. N., Cheek, C.,… Hetrick, S. (2017). Serious games and gamification for mental health: Current status and promising directions. Frontiers in Psychiatry, 7. https://doi.org/10.3389/fpsyt.2016.00215
- Gentile, D. A. (2011). The multiple dimensions of video game effects. Child Development Perspectives, 5(2), 75–81. https://doi.org/10.1111/j.1750-8606.2011.00159.x
- 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, 127(2), e319–329. https://doi.org/10.1542/peds.2010-1353
- Ghazisaeidi, M., Safdari, R., Goodini, A., Mirzaiee, M., & Farzi, J. (2017). Digital games as an effective approach for cancer management: Opportunities and challenges. Journal of Education and Health Promotion, 6, 30. https://doi.org/10.4103/jehp.jehp_146_14
- Govender, M., Bowen, R. C., German, M. L., Bulaj, G., & Bruggers, C. S. (2015). Clinical and neurobiological perspectives of empowering pediatric cancer patients using video games. Games for Health, 4(5), 362–374. https://doi.org/10.1089/g4h.2015.0014
- Greitemeyer, T., & Mügge, D. O. (2014). Video games do affect social outcomes: A metaanalytic review of the effects of violent and prosocial video game play. Personality & Social Psychology Bulletin, 40(5), 578–589. https://doi.org/10.1177/0146167213520459
- Griffiths, M. D. (2005). A “components” model of addiction within a biopsychosocial framework. Journal of Substance Use, 10(4), 191–197. https://doi.org/10.1080/14659890500114359
- Griffiths, M. D., van Rooij, A. J., Kardefelt-Winther, D., Starcevic, V., Király, O., Pallesen, S.,… Demetrovics, Z. (2016). Working towards an international consensus on criteria for assessing internet gaming disorder: A critical commentary on Petry et al. (2014). Addiction, 111(1), 167–175. https://doi.org/10.1111/add.13057
- Grimes, T., Anderson, J. A., & Bergen, L. (2008). Media violence and aggression: Science and ideology. Thousand Oaks, CA: Sage.
- Grooten, J., & Kowert, R. (2015). Going beyond the game: Development of gamer identities within societal discourse and virtual spaces. Loading … The Journal of the Canadian Game Studies Association, 9(14), 70–87.
- Hall, A. K., Chavarria, E., Maneeratana, V., Chaney, B. H., & Bernhardt, J. M. (2012). Health benefits of digital video games for older adults: A systematic review of the literature. Games for Health, 1(6), 402–410. https://doi.org/10.1089/g4h.2012.0046
- Han, D. H., Renshaw, P. F., Sim, M. E., Kim, J. I., Arenella, L. S., & Lyoo, I. K. (2008). The effect of internet video game play on clinical and extrapyramidal symptoms in patients with schizophrenia. Schizophrenia Research, 103(1–3), 338–340. https://doi.org/10.1016/ j.schres.2008.01.026
- Hart, G. M., Johnson, B., Stamm, B., Angers, N., Robinson, A., Lally, T., & Fagley, W. H. (2009). Effects of video games on adolescents and adults. Cyberpsychology & Behavior, 12(1), 63–65. https://doi.org/10.1089/cpb.2008.0117
- Hartmann, T., & Vorderer, P. (2010). It’s okay to shoot a character: Moral disengagement in violent video games. Journal of Communication, 60(1), 94–119. https://doi.org/10.1111/ j.1460-2466.2009.01459.x
- Hoare, E., Milton, K., Foster, C., & Allender, S. (2016). The associations between sedentary behaviour and mental health among adolescents: A systematic review. The International Journal of Behavioral Nutrition and Physical Activity, 13(1), 108. https://doi.org/10.1186/ s12966-016-0432-4
- Holmes, E. A., James, E. L., Coode-Bate, T., & Deeprose, C. (2009). Can playing the computer game “Tetris” reduce the build-up of flashbacks for trauma? A proposal from cognitive science. PloS ONE, 4(1). https://doi.org/10.1371/journal.pone.0004153
- Horne-Moyer, H. L., Moyer, B. H., Messer, D. C., & Messer, E. S. (2014). The use of electronic games in therapy: A review with clinical implications. Current Psychiatry Reports, 16(12), 520. https://doi.org/10.1007/s11920-014-0520-6
- Iwasaki, Y., Coyle, C. P., & Shank, J. W. (2010). Leisure as a context for active living, recovery, health and life quality for persons with mental illness in a global context. Health Promotion International, 25(4), 483–494. https://doi.org/10.1093/heapro/daq037
- Jones, C., Scholes, L., Johnson, D., Katsikitis, M., & Carras, M. C. (2014). Gaming well: Links between video games and flourishing mental health. Developmental Psychology, 5, 260. https://doi.org/10.3389/fpsyg.2014.00260
- Kim, H. H., & Ahn, S. J. G. (2016). How does neighborhood quality moderate the association between online video game play and depression? A population-level analysis of Korean students. Cyberpsychology, Behavior, and Social Networking, 19(10), 628–634. https://doi. org/10.1089/cyber.2016.0155
- King, D. L., Delfabbro, P. H., & Griffiths, M. D. (2013). Trajectories of problem video gaming among adult regular gamers: An 18-month longitudinal study. Cyberpsychology, Behavior, and Social Networking, 16(1), 72–76. https://doi.org/10.1089/cyber.2012.0062
- King, D. L., Haagsma, M. C., Delfabbro, P. H., Gradisar, M., & Griffiths, M. D. (2013). Toward a consensus definition of pathological video-gaming: A systematic review of psychometric assessment tools. Clinical Psychology Review, 33(3), 331–342. https://doi.org/10.1016/ j.cpr.2013.01.002
- Kocurek, C. A. (2012). The agony and the exidy: A history of video game violence and the legacy of death race. Game Studies, 12(1). Retrieved from http://gamestudies.org/1201/ articles/carly_kocurek
- Kovess-Masfety, V., Keyes, K., Hamilton, A., Hanson, G., Bitfoi, A., Golitz, D.,… Pez, O. (2016). Is time spent playing video games associated with mental health, cognitive and social skills in young children? Social Psychiatry and Psychiatric Epidemiology, 51(3), 349–357. https://doi.org/10.1007/s00127-016-1179-6
- Kowert, R. (2015). Video games and social competence. New York: Routledge.
- Kowert, R. (2016). Social outcomes: Online game play, social currency, and social ability. In R. Kowert & T. Quandt (Eds.), The Video Game Debate: Unravelling the Physical, Social, and Psychological Effects of Digital Games (pp. 94–115). New York: Routledge.
- Kowert, R., Domahidi, E., & Quandt, T. (2014). The relationship between online video game involvement and gaming-related friendships among emotionally sensitive individuals. Cyberpsychology, Behavior and Social Networking, 17(7), 447–453. https://doi.org/10.1089/ cyber.2013.0656
- Kowert, R., Festl, R., & Quandt, T. (2014). Unpopular, overweight, and socially inept: Reconsidering the stereotype of online gamers. Cyberpsychology, Behavior, and Social Networking, 17(3), 141–146.
- Kowert, R., Griffiths, M. D., & Oldmeadow, J. A. (2012). Geek or chic? Emerging stereotypes of online gamers. Bulletin of Science, Technology & Society, 32(6), 471–479. Retrieved from http://journals.sagepub.com/doi/abs/10.1177/0270467612469078
- Kowert, R., & Quandt, T. (2015). The video game debate: Unravelling the physical, social, and psychological effects of video games. New York: Routledge.
- Kowert, R., Vogelgesang, J., Festl, R., & Quandt, T. (2015). Psychosocial causes and consequences of online video game play. Computers in Human Behavior, 45, 51–58.
- Krahé, B., Möller, I., Huesmann, L. R., Kirwil, L., Felber, J., & Berger, A. (2011). Desensitization to media violence: links with habitual media violence exposure, aggressive cognitions, and aggressive behavior. Journal of Personality and Social Psychology, 100(4), 630–646. https:// doi.org/10.1037/a0021711
- Kuss, D. J., & Griffiths, M. D. (2012). Internet and gaming addiction: A systematic literature review of neuroimaging studies. Brain Sciences, 2(3), 347–374.
- LaRose, R., Lin, C. A., & Eastin, M. S. (2003). Unregulated internet usage: Addiction, habit, or deficient self-regulation? Media Psychology, 5(3), 225–253. https://doi.org/10.1207/ S1532785XMEP0503_01
- Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2011). Psychosocial causes and consequences of pathological gaming. Computers in Human Behavior, 27(1), 144–152.
- Lenhart, A. (2015). Teens, social media & technology overview 2015. Retrieved August 14, 2015, from http://www.pewinternet.org/2015/04/09/teens-social-media-technology-2015/
- Li, J., Theng, Y.-L., & Foo, S. (2016). Effect of exergames on depression: A systematic review and metanalysis. Cyberpsychology, Behavior and Social Networking, 19(1), 34–42. https:// doi.org/10.1089/cyber.2015.0366
- Lieberman, J. D., Solomon, S., Greenberg, J., & McGregor, H. A. (1999). A hot new way to measure aggression: Hot sauce allocation. Aggressive Behavior, 25(5), 331–348. https://doi. org/10.1002/(SICI)1098-2337(1999)25:5<331::AID-AB2>3.0.CO;2-1
- Lu, A. S., Baranowski, T., Thompson, D., & Buday, R. (2012). Story immersion of video games for youth health promotion: A review of literature. Games for Health, 1(3), 199–204. https:// doi.org/10.1089/g4h.2011.0012
- Manyande, A., Cyna, A. M., Yip, P., Chooi, C., & Middleton, P. (2015). Non-pharmacological interventions for assisting the induction of anaesthesia in children. The Cochrane Database of Systematic Reviews, (7), CD006447. https://doi.org/10.1002/14651858. CD006447.pub3
- McKenna, K. Y. A., & Bargh, J. A. (2000). Plan 9 from cyberspace: The implications of the Internet for personality and social psychology. Personality and Social Psychology Review, 4(1), 57–75. https://doi.org/10.1207/S15327957PSPR0401_6
- Meng, Y., Deng, W., Wang, H., Guo, W., & Li, T. (2015). The prefrontal dysfunction in individuals with Internet gaming disorder: A meta-analysis of functional magnetic resonance imaging studies. Addiction Biology, 20(4), 799–808. https://doi.org/10.1111/adb.12154
- Mihara, S., & Higuchi, S. (2017). Cross-sectional and longitudinal epidemiological studies of internet gaming disorder: A systematic review of the literature. Psychiatry and Clinical Neurosciences, 71(7), 425–444. https://doi.org/10.1111/pcn.12532
- Müller, K. W., Beutel, M. E., Egloff, B., & Wolfling, K. (2014). Investigating risk factors for Internet gaming disorder: A comparison of patients with addictive gaming, pathological gamblers and healthy controls regarding the big five personality traits. European Addiction Research, 20(3), 129–136. https://doi.org/10.1159/000355832
- Norris, T. L. (2010). Adolescent academic achievement, bullying behavior, and the frequency of internet use (Doctoral dissertation). Kent State University.
- gawa, E. F., You, T., & Leveille, S. G. (2016). Potential benefits of exergaming for cognition and dual-task function in older adults: A systematic review. Journal of Aging and Physical Activity, 24(2), 332–336. https://doi.org/10.1123/japa.2014-0267
- Ohannessian, C. M. (2009). Media use and adolescent psychological adjustment: An examination of gender differences. Journal of Child and Family Studies, 18(5), 582–593. https://doi.org/10.1007/s10826-009-9261-2
- Olson, C. K. (2016). Are electronic games health hazards or health promoters? In R. Kowert & T. Quandt (Eds.), The video game debate: Unravelling the physical, social, and psychological effects of digital games (pp. 39–53). New York, NY: Routledge.
- Paaßen, B., Morgenroth, T., & Stratemeyer, M. (2017). What is a true gamer? The male gamer stereotype and the marginalization of women in video game culture. Sex Roles, 76(7–8), 421–435. https://doi.org/10.1007/s11199-016-0678-y
- Palaus, M., Marron, E. M., Viejo-Sobera, R., & Redolar-Ripoll, D. (2017). Neural basis of video gaming: A systematic review. Frontiers in Human Neuroscience, 11, 248. https://doi. org/10.3389/fnhum.2017.00248
- Patel, A., Schieble, T., Davidson, M., Tran, M. C. J., Schoenberg, C., Delphin, E., & Bennett, H. (2006). Distraction with a hand-held video game reduces pediatric preoperative anxiety. Paediatric Anaesthesia, 16(10), 1019–1027. https://doi.org/10.1111/j.1460-9592.2006.01914.x
- Peters, C. S., & Malesky, A. J. (2008). Problematic usage among highly-engaged players of massively multiplayer online role-playing games. Cyberpsychology & Behavior, 11(4), 481–484. https://doi.org/10.1089/cpb.2007.0140
- Primack, B. A., Carroll, M. V., McNamara, M., Klem, M. L., King, B., Rich, M.,… Nayak, S. (2012). Role of video games in improving health-related outcomes: A systematic review. American Journal of Preventive Medicine, 42(6), 630–638. https://doi.org/10.1016/j.amepre. 2012/02/023
- Primack, B. A., Swanier, B., Georgiopoulos, A. M., Land, S. R., & Fine, M. J. (2009). Association between media use in adolescence and depression in young adulthood: A longitudinal study. Archives of General Psychiatry, 66(2), 181–188. https://doi.org/10.1001/ archgenpsychiatry.2008.532
- Prot, S., & Gentile, D. A. (2014). Applying risk and resilience models to predicting the effects of media violence on development. Advances in Child Development and Behavior, 46, 215–244.
- Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010). A motivational model of video game engagement. Review of General Psychology, 14(2), 154.
- Przybylski, A. K., & Weinstein, N. (2017). A large-scale test of the goldilocks hypothesis: Quantifying the relations between digital-screen use and the mental well-being of adolescents. Psychological Science, 28(2), 204–215. https://doi.org/10.1177/0956797616678438
- Przybylski, A. K., Weinstein, N., & Murayama, K. (2016). Internet Gaming Disorder: Investigating the clinical relevance of a new phenomenon. American Journal of Psychiatry, 174(3), 230–236. doi:10.1176/appi.ajp.2016.16020224
- Quandt, T., Chen, V., & Van Looy, J. (2014). Gaming around the globe? A comparison of gamer surveys in four countries. In T. Quandt & S. Kröger (Eds.), Multiplayer. The social aspects of digital gaming (pp. 23–46). London: Routledge.
- Quandt, T., & Kowert, R. (2016). No black and white in video game land! Why we need to move beyond simple explanations in the video game debate. In The video game debate: Unravelling the physical, social and psychological effects of digital games (pp. 176–189). New York, NY: Routledge.
- Rahmani, E., & Boren, S. A. (2012). Video games and health improvement: A literature review of randomized controlled trials. Games for Health, 1(5), 331–340. https://doi.org/10.1089/ g4h.2012.0031
- Riggio, R. E., Throckmorton, B., & DePaola, S. (1990). Social skills and self-esteem. Personality and Individual Differences, 11(8), 799–804. https://doi.org/10.1016/0191-8869(90)90188-W
- Ritter, D., & Eslea, M. (2005). Hot sauce, toy guns, and graffiti: A critical account of current laboratory aggression paradigms. Aggressive Behavior, 31(5), 407–419. https://doi.org/10/1002/ab.20066
- Rodriguez, D. M., Teesson, M., & Newton, N. C. (2014). A systematic review of computerized serious educational games about alcohol and other drugs for adolescents. Drug and Alcohol Review, (2), 129–135. https://doi.org/10.1111/dar.12102
- Rogers, R. (2017). The motivational pull of video game feedback, rules, and social interaction: Another self-determination theory approach. Computers in Human Behavior, 73, 446–450. https://doi.org/10.1016/j.chb.2017.03.048
- Romer, D., Bagdasarov, Z., & More, E. (2013). Older versus newer media and the well-being of United States youth: Results from a national longitudinal panel. The Journal of Adolescent Health, 52(5), 613–619. https://doi.org/10.1016/j.jadohealth.2012.11.012
- Russoniello, C. V. (2009). The effectiveness of casual video games in improving mood and decreasing stress. Journal of Cyber Therapy and Rehabilitation, 2(1), 53–66.
- Russoniello, C. V., Fish, M., & O’Brien, K. (2013). The efficacy of casual videogame play in reducing clinical depression: A randomized controlled study. Games for Health Journal, 2(6), 341–346. https://doi.org/10.1089/g4h.2013.0010
- Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-determination theory approach. Motivation and Emotion, 30(4), 347–363. https://doi.org/10.1007/s11031-006-9051-8
- Schaefer, C. E. (Ed.). (2003). Foundations of Play Therapy. Hoboken, NJ, US: Johns Wiley & Sons. Scharkow, M., Festl, R., & Quandt, T. (2014). Longitudinal patterns of problematic computer game use among adolescents and adults: A 2-year panel study. Addiction, 109(11), 1910–1917. https://doi.org/10.1111/add.12662
- Segev, A., Rovner, M., Appel, D. I., Abrams, A. W., Rotem, M., & Bloch, Y. (2016). Possible biases of researchers’ attitudes toward video games: Publication trends analysis of the medical literature (1980–2013). Journal of Medical Internet Research, 18(7), 109–118. https:// doi.org/10.2196/jmir.5935
- Seligman, M. (2012). Flourish. New York: Simon & Schuster.
- Sharif, I., Wills, T. A., & Sargent, J. D. (2010). Effect of visual media use on school performance: A prospective study. The Journal of Adolescent Health, 46(1), 52–61. https://doi.org/10.1016/j. jadohealth.2009.05.012
- Shen, C., & Williams, D. (2010). Unpacking time online: Connecting Internet and massively multiplayer online game use with psychosocial well-being. Communication Research, 38(1), 123–149. https://doi.org/10.1177/0093650210377196
- Sherry, J. L., Greenberg, B. S., Lucas, K., & Lachlan, K. (2006). Video game uses and gratifications as predictors of use and game preference. In P. Vorderer & J. Bryant (Eds.), Playing video games: Motives, responses, and consequences (pp. 248–262). New York: Routledge.
- Shoemaker, E. Z., Tully, L. M., Niendam, T. A., & Peterson, B. S. (2015). The next big thing in child and adolescent psychiatry: Interventions to prevent and intervene early in psychiatric illnesses. The Psychiatric Clinics of North America, 38(3), 475–494. https://doi.org/10.1016/ j.psc.2015.05.010
- Slater, M. D., Henry, K. L., Swaim, R. C., & Anderson, L. L. (2003). Violent media content and aggressiveness in adolescents: A downward spiral model. Communication Research, 30(6), 713–736. https://doi.org/10.1177/0093650203258281
- 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), 717–727. https://doi.org/10.1089/cpb.2007.9963
- Stanmore, E., Stubbs, B., Vancampfort, D., de Bruin, E. D., & Firth, J. (2017). The effect of active video games on cognitive functioning in clinical and non-clinical populations: A meta-analysis of randomized controlled trials. Neuroscience and Biobehavioral Reviews, 78, 34–43. https://doi.org/10.1016/j.neubiorev.2017.04.011
- Steinkuehler, C. A., & Williams, D. (2006). Where everybody knows your (screen) name: Online games as “third places.” Journal of Computer-Mediated Communication, 11(4), 885–909. https://doi.org/10.1111/j.1083-6101.2006.00300.x
- Sublette, V. A., & Mullan, B. (2012). Consequences of play: A systematic review of the effects of online gaming. International Journal of Mental Health and Addiction, 10(1), 3–23. https:// doi.org/10.1007/s11469-010-9304-3
- Suenderhauf, C., Walter, A., Lenz, C., Lang, U. E., & Borgwardt, S. (2016). Counter striking psychosis: Commercial video games as potential treatment in schizophrenia? A systematic review of neuroimaging studies. Neuroscience and Biobehavioral Reviews, 68, 20–36. https:// doi.org/10.1016/j.neubiorev.2016.03.018
- Swanson, L. R., & Whittinghill, D. M. (2015). Intrinsic or extrinsic? Using video games to motivate stroke survivors: A systematic review. Games for Health Journal, 4(3), 253–258. https://doi.org/10.1089/g4h.2014.0074
- Tabak, M., Dekker-van Weering, M., van Dijk, H., & Vollenbroek-Hutten, M. (2015). Promoting daily physical activity by means of mobile gaming: A review of the state of the art. Games for Health Journal, 4(6), 460–469. https://doi.org/10.1089/g4h.2015.0010
- Tamborini, R., Grizzard, M., David Bowman, N., Reinecke, L., Lewis, R. J., & Eden, A. (2011). Media enjoyment as need satisfaction: The contribution of hedonic and nonhedonic needs. Journal of Communication, 61(6), 1025–1042. https://doi.org/10.1111/j.1460-2466.2011.01593.x
- Tedeschi, J. T., & Quigley, B. M. (1996). Limitations of laboratory paradigms for studying aggression. Aggression and Violent Behavior, 1(2), 163–177. https://doi.org/10.1016/ 1359-1789(95)00014-3
- Teo, W.-P., Muthalib, M., Yamin, S., Hendy, A. M., Bramstedt, K., Kotsopoulos, E.,… Ayaz, H. (2016). Does a combination of virtual reality, neuromodulation and neuroimaging provide a comprehensive platform for neurorehabilitation?—A narrative review of the literature. Frontiers in Human Neuroscience, 10, 284. https://doi.org/10.3389/fnhum.2016.00284
- Thomas, J., & Harden, A. (2008). Methods for the thematic synthesis of qualitative research in systematic reviews. BMC Medical Research Methodology, 8, 45. https://doi.org/10.1186/ 1471-2288-8-45
- Tran, P., & Subrahmanyam, K. (2013). Evidence-based guidelines for the informal use of computers by children to promote the development of academic, cognitive and social skills. Ergonomics, 56(9), 1349–1362. https://doi.org/10.1080/00140139.2013.820843
- Trost, Z., Zielke, M., Guck, A., Nowlin, L., Zakhidov, D., France, C. R., & Keefe, F. (2015). The promise and challenge of virtual gaming technologies for chronic pain: The case of graded exposure for low back pain. Pain Management, 5(3), 197–206. https://doi.org/10.2217/pmt.15.6
- Tse, W. S., & Bond, A. J. (2004). The impact of depression on social skills. The Journal of Nervous and Mental Disease, 192(4), 260–268.
- Van Rooij, A. 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(1), 205–212. https://doi.org/10.1111/j.1360-0443.2010.03104.x
- Van Rooij, A. J., Van Looy, J., & Billieux, J. (2017). Internet Gaming Disorder as a formative construct: Implications for conceptualization and measurement. Psychiatry and Clinical Neurosciences, 71(7), 445–458. https://doi.org/10.1111/pcn.12404
- Verheijden Klompstra, L., Jaarsma, T., & Stromberg, A. (2014). Exergaming in older adults: A scoping review and implementation potential for patients with heart failure. European Journal of Cardiovascular Nursing, 13(5), 388–398. https://doi.org/10.1177/1474515113512203
- von Salisch, M., Vogelgesang, J., Kristen, A., & Oppl, C. (2011). Preference for violent electronic games and aggressive behavior among children: The beginning of the downward spiral? Media Psychology, 14(3), 233–258. https://doi.org/10.1080/15213269.2011.596468
- Weber, R., Tamborini, R., Westcott-Baker, A., & Kantor, B. (2009). Theorizing flow and media enjoyment as cognitive synchronization of attentional and reward networks. Communication Theory, 19(4), 397–422. https://doi.org/10.1111/j.1468-2885.2009.01352.x
- Weinstein, A., Livny, A., & Weizman, A. (2017). New developments in brain research of internet and gaming disorder. Neuroscience and Biobehavioral Reviews, 75, 314–330. https://doi. org/10.1016/j.neubiorev.2017.01.040
- Weinstein, A., & Weizman, A. (2012). Emerging association between addictive gaming and attention-deficit/hyperactivity disorder. Current Psychiatry Reports, 14(5), 590–597. https:// doi.org/10.1007/s11920-012-0311-x
- West, G. L., Konishi, K., & Bohbot, V. D. (2017). Video games and hippocampus-dependent learning. Current Directions in Psychological Science, 26(2), 152–158. https://doi.org/10.1177/ 0963721416687342
- Williams, D. (2006). Groups and goblins: The social and civic impact of an online game. Journal of Broadcasting & Electronic Media, 50(4), 651–670. https://doi.org/10.1207/ s15506878jobem5004_5
- World Health Organization. (2017, June 17). ICD-11 Beta Draft. Retrieved April 22, 2017, from permalink: https://perma.cc/TZ26-ETGY, original: http://apps.who.int/classifications/
- icd11/browse/f/en#/http://id.who.int/icd/entity/1448597234
- Yee, N. (2006). Motivations for play in online games. CyberPsychology & Behavior, 9(6), 772–774. https://doi.org/10.1089/cpb.2006.9.772
- Yee, N. (2008). Maps of digital desires: Exploring the topography of gender and play in online games. In Beyond Barbie and Mortal Kombat: New perspectives on gender and gaming (pp. 83–96). Cambridge: MIT Press.
- Young, K. S. (1998). Internet addiction: The emergence of a new clinical disorder. CyberPsychology & Behavior, 1(3), 237–244. https://doi.org/10.1089/cpb.1998.1.237
- Zastrow, M. (2017). News feature: Is video game addiction really an addiction? Proceedings of the National Academy of Sciences of the United States of America, 114(17), 4268–4272. https:// doi.org/10.1073/pnas.1705077114
- Zemankova, P., Lungu, O., & Bares, M. (2016). psychosocial modulators of motor learning in Parkinson’s Disease. Frontiers in Human Neuroscience, 10, 74. https://doi.org/10.3389/ fnhum.2016.00074
- Zhang, F., & Kaufman, D. (2016a). A review of intergenerational play for facilitating interactions and learning. Gerontechnology, 14(3), 127–138. https://doi.org/10.4017/gt.2016.14.3.002.00
- Zhang, F., & Kaufman, D. (2016b). Older adults’ social interactions in massively multiplayer online role-playing games (MMORPGs). Games and Culture: A Journal of Interactive Media, 11(1–2), 150–169. https://doi.org/10.1177/1555412015601757
Zillmann, D. (1988). Mood management through communication choices. American Behavioral Scientist, 31(3), 327–340 https://doi.org/10.1177/000276488031003005
سایر مقالات