video games

Summary

Summary: A form of interactive entertainment in which the player controls electronically generated images that appear on a video display screen. This includes video games played in the home on special machines or home computers, and those played in arcades.

Top Publications

  1. Pietrzak E, Cotea C, Pullman S. Using commercial video games for upper limb stroke rehabilitation: is this the way of the future?. Top Stroke Rehabil. 2014;21:152-62 pubmed publisher
    ..One of them is the use of commercially available technology and off-the-shelf video games for hemiparetic upper limb rehabilitation...
  2. Ferguson C. Violent video games and the Supreme Court: lessons for the scientific community in the wake of Brown v. Entertainment Merchants Association. Am Psychol. 2013;68:57-74 pubmed publisher
    In June 2011 the U.S. Supreme Court ruled that video games enjoy full free speech protections and that the regulation of violent game sales to minors is unconstitutional...
  3. Franceschini S, Gori S, Ruffino M, Viola S, Molteni M, Facoetti A. Action video games make dyslexic children read better. Curr Biol. 2013;23:462-6 pubmed publisher
    ..Here, we demonstrate that only 12 hr of playing action video games-not involving any direct phonological or orthographic training-drastically improve the reading abilities of ..
  4. Busch V, Manders L, De Leeuw J. Screen time associated with health behaviors and outcomes in adolescents. Am J Health Behav. 2013;37:819-30 pubmed publisher
    To study the associations of screen time (Internet / video games / television) with health-related behaviors and outcomes in adolescents...
  5. Jago R, Edwards M, Urbanski C, Sebire S. General and specific approaches to media parenting: a systematic review of current measures, associations with screen-viewing, and measurement implications. Child Obes. 2013;9 Suppl:S51-72 pubmed publisher
    ..There is a need for new measures that assess a range of media parenting practices that are relevant to multiple forms of SV. ..
  6. Oei A, Patterson M. Enhancing cognition with video games: a multiple game training study. PLoS ONE. 2013;8:e58546 pubmed publisher
    Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated...
  7. Jago R, Sebire S, Edwards M, Thompson J. Parental TV viewing, parental self-efficacy, media equipment and TV viewing among preschool children. Eur J Pediatr. 2013;172:1543-5 pubmed publisher
    ..Family-based interventions focusing on changing access to home media equipment and building parental self-efficacy to reduce child TV viewing could form part of efforts to reduce TV viewing among preschool children. ..
  8. King D, Haagsma M, Delfabbro P, Gradisar M, Griffiths M. Toward a consensus definition of pathological video-gaming: a systematic review of psychometric assessment tools. Clin Psychol Rev. 2013;33:331-42 pubmed publisher
    ..It is concluded that a unified approach to assessment of pathological video-gaming is needed. A synthesis of extant research efforts by meta-analysis may be difficult in the context of several divergent approaches to assessment. ..
  9. Rehbein F, Mößle T, Arnaud N, Rumpf H. [Video game and internet addiction. The current state of research]. Nervenarzt. 2013;84:569-75 pubmed publisher
    ..In DSM-5, nine criteria are proposed for diagnosing Internet gaming disorder. The focus is currently on video games as most studies have been done in this field...

More Information

Publications62

  1. Adachi P, Willoughby T. Demolishing the competition: the longitudinal link between competitive video games, competitive gambling, and aggression. J Youth Adolesc. 2013;42:1090-104 pubmed publisher
    The majority of research on the link between video games and aggression has focused on the violent content in games...
  2. Lyons E, Hatkevich C. Prevalence of behavior changing strategies in fitness video games: theory-based content analysis. J Med Internet Res. 2013;15:e81 pubmed publisher
    Fitness video games are popular, but little is known about their content...
  3. Lyons E, Tate D, Ward D. The better the story, the bigger the serving: narrative transportation increases snacking during screen time in a randomized trial. Int J Behav Nutr Phys Act. 2013;10:60 pubmed publisher
    Watching television and playing video games increase energy intake, likely due to distraction from satiety cues...
  4. LeBlanc A, Chaput J, McFarlane A, Colley R, Thivel D, Biddle S, et al. Active video games and health indicators in children and youth: a systematic review. PLoS ONE. 2013;8:e65351 pubmed publisher
    Active video games (AVGs) have gained interest as a way to increase physical activity in children and youth...
  5. Bieryla K, Dold N. Feasibility of Wii Fit training to improve clinical measures of balance in older adults. Clin Interv Aging. 2013;8:775-81 pubmed publisher
    ..There was no significant change for either group with FAB, FR, and TUG. Balance training with Nintendo's Wii Fit may be a novel way for older adults to improve balance as measured by the BBS. ..
  6. Tear M, Nielsen M. Failure to demonstrate that playing violent video games diminishes prosocial behavior. PLoS ONE. 2013;8:e68382 pubmed publisher
    ..Given purported links between violent video games and poor social behavior, this result is surprising...
  7. Anguera J, Boccanfuso J, Rintoul J, Al Hashimi O, Faraji F, Janowich J, et al. Video game training enhances cognitive control in older adults. Nature. 2013;501:97-101 pubmed publisher
  8. Lohse K, Shirzad N, Verster A, Hodges N, Van der Loos H. Video games and rehabilitation: using design principles to enhance engagement in physical therapy. J Neurol Phys Ther. 2013;37:166-75 pubmed publisher
    ..We review evidence for the potential use of video games in rehabilitation with respect to the behavioral, physiological, and motivational effects of gameplay...
  9. Achab S, Nicolier M, Mauny F, Monnin J, Trojak B, Vandel P, et al. Massively multiplayer online role-playing games: comparing characteristics of addict vs non-addict online recruited gamers in a French adult population. BMC Psychiatry. 2011;11:144 pubmed publisher
    ..This study found high MMORPG addiction rates, and self-reported adverse symptoms in important aspects of life, including mood and sleep. This confirms the need to set up relevant prevention programs against online game overuse. ..
  10. McDougall S, House B. Brain training in older adults: evidence of transfer to memory span performance and pseudo-Matthew effects. Neuropsychol Dev Cogn B Aging Neuropsychol Cogn. 2012;19:195-221 pubmed publisher
    ..The implications of these findings for cognitive training are discussed. ..
  11. Kuhn S, Romanowski A, Schilling C, Lorenz R, Morsen C, Seiferth N, et al. The neural basis of video gaming. Transl Psychiatry. 2011;1:e53 pubmed publisher
    ..This activity was likewise negatively correlated with deliberation time. The association of video game playing with higher left ventral striatum volume could reflect altered reward processing and represent adaptive neural plasticity. ..
  12. van Dongen K, Verleisdonk E, Schijven M, Broeders I. Will the Playstation generation become better endoscopic surgeons?. Surg Endosc. 2011;25:2275-80 pubmed publisher
    ..However, at adult age, a difference in favor of gaming is present. The next generation of surgeons might benefit from videogame experience during their childhood. ..
  13. Bavelier D, Green C, Han D, Renshaw P, Merzenich M, Gentile D. Brains on video games. Nat Rev Neurosci. 2011;12:763-8 pubmed publisher
    ..Sensationalist headlines claiming that video games 'damage the brain' or 'boost brain power' do not do justice to the complexities and limitations of the studies ..
  14. Bavelier D, Achtman R, Mani M, Föcker J. Neural bases of selective attention in action video game players. Vision Res. 2012;61:132-43 pubmed publisher
    Over the past few years, the very act of playing action video games has been shown to enhance several different aspects of visual selective attention, yet little is known about the neural mechanisms that mediate such attentional benefits...
  15. Janssen I, Boyce W, Pickett W. Screen time and physical violence in 10 to 16-year-old Canadian youth. Int J Public Health. 2012;57:325-31 pubmed publisher
    ..The number of weekly hours watching television, playing video games, and using a computer was determined...
  16. Colzato L, van den Wildenberg W, Zmigrod S, Hommel B. Action video gaming and cognitive control: playing first person shooter games is associated with improvement in working memory but not action inhibition. Psychol Res. 2013;77:234-9 pubmed publisher
    ..Our findings support the idea that playing FPS games is associated with enhanced flexible updating of task-relevant information without affecting impulsivity. ..
  17. Agmon M, Perry C, Phelan E, Demiris G, Nguyen H. A pilot study of Wii Fit exergames to improve balance in older adults. J Geriatr Phys Ther. 2011;34:161-7 pubmed publisher
    ..Further research is needed to determine clinical efficacy in a larger, diverse sample and ascertain whether Wii Fit exergames can be integrated into physical therapy practice to promote health in older adults. ..
  18. Danielsen Y, Juliusson P, Nordhus I, Kleiven M, Meltzer H, Olsson S, et al. The relationship between life-style and cardio-metabolic risk indicators in children: the importance of screen time. Acta Paediatr. 2011;100:253-9 pubmed publisher
    ..The results indicate that screen time is an important behavioural factor related to obesity and cardio-metabolic risk indicators in children. ..
  19. Lockery D, Peters J, Ramanna S, Shay B, Szturm T. Store-and-feedforward adaptive gaming system for hand-finger motion tracking in telerehabilitation. IEEE Trans Inf Technol Biomed. 2011;15:467-73 pubmed publisher
    ..During a therapy session, a webcam that captures images of the hand together with a number of performance metrics provides insight into the quality, efficiency, and skill of a patient. ..
  20. Saposnik G, Teasell R, Mamdani M, Hall J, McIlroy W, Cheung D, et al. Effectiveness of virtual reality using Wii gaming technology in stroke rehabilitation: a pilot randomized clinical trial and proof of principle. Stroke. 2010;41:1477-84 pubmed publisher
    ..VRWii gaming technology represents a safe, feasible, and potentially effective alternative to facilitate rehabilitation therapy and promote motor recovery after stroke. ..
  21. Huesmann L. Nailing the coffin shut on doubts that violent video games stimulate aggression: comment on Anderson et al. (2010). Psychol Bull. 2010;136:179-81 pubmed publisher
    Over the past half century the mass media, including video games, have become important socializers of children...
  22. Ferguson C, Kilburn J. Much ado about nothing: the misestimation and overinterpretation of violent video game effects in eastern and western nations: comment on Anderson et al. (2010). Psychol Bull. 2010;136:174-8; discussion 182-7 pubmed publisher
    ..most closely related to serious aggressive acts, found little evidence for a relationship between violent video games and aggression or violence. In a new meta-analysis, C. A. Anderson et al. (2010) questioned these findings...
  23. Penko A, Barkley J. Motivation and physiologic responses of playing a physically interactive video game relative to a sedentary alternative in children. Ann Behav Med. 2010;39:162-9 pubmed publisher
    ..16). Wii was a well-liked activity of greater physiologic intensity than both the SVG and treadmill walking. Lean children were more motivated while overweight/obese children were equally as motivated to play Wii relative to the SVG. ..
  24. Mellecker R, Lanningham Foster L, Levine J, McManus A. Energy intake during activity enhanced video game play. Appetite. 2010;55:343-7 pubmed publisher
    ..However, the high calorific consumption during both seated and activity enhanced video game play highlights the need for an active attempt to restrict snacking whilst playing video games.
  25. Badurdeen S, Abdul Samad O, Story G, Wilson C, Down S, Harris A. Nintendo Wii video-gaming ability predicts laparoscopic skill. Surg Endosc. 2010;24:1824-8 pubmed publisher
    ..26). The study findings suggest a skill overlap between the Nintendo Wii and basic laparoscopic tasks. Surgical candidates with advanced Nintendo Wii ability may possess higher baseline laparoscopic ability. ..
  26. Studenski S, Perera S, Hile E, Keller V, Spadola Bogard J, Garcia J. Interactive video dance games for healthy older adults. J Nutr Health Aging. 2010;14:850-2 pubmed
    ..While there were no serious adverse events, 4 of 11 noncompleters withdrew due to musculoskeletal complaints. Adapted Interactive video dance is feasible for some healthy older adults and may help achieve physical activity goals. ..
  27. Merabet L, Connors E, Halko M, Sanchez J. Teaching the blind to find their way by playing video games. PLoS ONE. 2012;7:e44958 pubmed publisher
    Computer based video games are receiving great interest as a means to learn and acquire new skills...
  28. Weinstein A, Weizman A. Emerging association between addictive gaming and attention-deficit/hyperactivity disorder. Curr Psychiatry Rep. 2012;14:590-7 pubmed publisher
    ..This paper reviews new findings, trends, and developments in the field. The paper is based on a literature search, in Medline and PUBMED, using the keywords addictive gaming and ADHD, of articles published between 2000 and 2012. ..
  29. Nelson R, Strachan I. Action and puzzle video games prime different speed/accuracy tradeoffs. Perception. 2009;38:1678-87 pubmed
    ..Results are discussed in terms of a taxonomy of video games by their cognitive and perceptual demands.
  30. Guderian B, Borreson L, Sletten L, Cable K, Stecker T, Probst M, et al. The cardiovascular and metabolic responses to Wii Fit video game playing in middle-aged and older adults. J Sports Med Phys Fitness. 2010;50:436-42 pubmed
    The purpose of this study was (a) to assess the cardiovascular and metabolic responses to Wii Fit video games and (b) to determine if Wii Fit video games meet the American College of Sports Medicine guidelines for improving and ..
  31. Przybylski A, Weinstein N, Murayama K, Lynch M, Ryan R. The ideal self at play: the appeal of video games that let you be all you can be. Psychol Sci. 2012;23:69-76 pubmed publisher
    b>Video games constitute a popular form of entertainment that allows millions of people to adopt virtual identities...
  32. McKetta S, Rich M. The fault, dear viewer, lies not in the screens, but in ourselves: relationships between screen media and childhood overweight/obesity. Pediatr Clin North Am. 2011;58:1493-508, xii pubmed publisher
    ..This article summarizes recent findings about associations between electronic screen media and childhood overweight/obesity, hypothesized mechanisms, and mediators. Recommendations are made for parents and clinicians. ..
  33. Boyle E, Kennedy A, Traynor O, Hill A. Training surgical skills using nonsurgical tasks--can Nintendo Wii™ improve surgical performance?. J Surg Educ. 2011;68:148-54 pubmed publisher
  34. Golomb M, McDonald B, Warden S, Yonkman J, Saykin A, Shirley B, et al. In-home virtual reality videogame telerehabilitation in adolescents with hemiplegic cerebral palsy. Arch Phys Med Rehabil. 2010;91:1-8.e1 pubmed publisher
    ..Golomb MR, McDonald BC, Warden SJ, Yonkman J, Saykin AJ, Shirley B, Huber M, Rabin B, AbdelBaky M, Nwosu ME, Barkat-Masih M, Burdea GC. In-home virtual reality videogame telerehabilitation in adolescents with hemiplegic cerebral palsy...
  35. Beutel M, Hoch C, Wolfling K, Müller K. [Clinical characteristics of computer game and internet addiction in persons seeking treatment in an outpatient clinic for computer game addiction]. Z Psychosom Med Psychother. 2011;57:77-90 pubmed
    ..Symptoms resemble those of other addiction disorders. The consequences for disorder-specific treatment concepts and research are discussed. ..
  36. Mouawad M, Doust C, Max M, McNulty P. Wii-based movement therapy to promote improved upper extremity function post-stroke: a pilot study. J Rehabil Med. 2011;43:527-33 pubmed publisher
    ..Virtual-reality is increasingly used to improve rehabilitation outcomes. The Nintendo Wii offers an in-expensive alternative to more complex systems...
  37. Peretz C, Korczyn A, Shatil E, Aharonson V, Birnboim S, Giladi N. Computer-based, personalized cognitive training versus classical computer games: a randomized double-blind prospective trial of cognitive stimulation. Neuroepidemiology. 2011;36:91-9 pubmed publisher
    ..Personalized, computerized cognitive training appears to be more effective than computer games in improving cognitive performance in healthy older adults. Further studies are needed to evaluate the ecological validity of these findings. ..
  38. Lange B, Koenig S, Chang C, McConnell E, Suma E, Bolas M, et al. Designing informed game-based rehabilitation tasks leveraging advances in virtual reality. Disabil Rehabil. 2012;34:1863-70 pubmed
  39. Worley J, Rogers S, Kraemer R. Metabolic responses to Wii Fit™ video games at different game levels. J Strength Cond Res. 2011;25:689-93 pubmed publisher
    ..the first study to determine the percentage of VO2max and caloric expenditure elicited by different Wii Fit™ video games at different game levels in adults...
  40. Greitemeyer T, Osswald S. Playing prosocial video games increases the accessibility of prosocial thoughts. J Soc Psychol. 2011;151:121-8 pubmed publisher
    Past research has provided abundant evidence that playing violent video games increases aggressive tendencies. In contrast, evidence on possible positive effects of video game exposure on prosocial tendencies has been relatively sparse...
  41. Graves L, Ridgers N, Williams K, Stratton G, Atkinson G, Cable N. The physiological cost and enjoyment of Wii Fit in adolescents, young adults, and older adults. J Phys Act Health. 2010;7:393-401 pubmed
    Active video games (exergames) increase energy expenditure (EE) and physical activity (PA) compared with sedentary video gaming...
  42. Mehroof M, Griffiths M. Online gaming addiction: the role of sensation seeking, self-control, neuroticism, aggression, state anxiety, and trait anxiety. Cyberpsychol Behav Soc Netw. 2010;13:313-6 pubmed
    ..The study suggests that certain personality traits may be important in the acquisition, development, and maintenance of online gaming addiction, although further research is needed to replicate the findings of the present study. ..
  43. Biddiss E, Irwin J. Active video games to promote physical activity in children and youth: a systematic review. Arch Pediatr Adolesc Med. 2010;164:664-72 pubmed publisher
    ..001). The AVGs enable light to moderate physical activity. Limited evidence is available to draw conclusions on the long-term efficacy of AVGs for physical activity promotion. ..
  44. Carson V, Pickett W, Janssen I. Screen time and risk behaviors in 10- to 16-year-old Canadian youth. Prev Med. 2011;52:99-103 pubmed publisher
    ..Total hours per week of television, video games, and computer use were calculated and participants were grouped into quartiles...
  45. Cain N, Gradisar M. Electronic media use and sleep in school-aged children and adolescents: A review. Sleep Med. 2010;11:735-42 pubmed publisher
    ..A model of the mechanisms by which media use may affect sleep is presented and discussed as a vehicle for future research. ..
  46. Lamoth C, Caljouw S, Postema K. Active video gaming to improve balance in the elderly. Stud Health Technol Inform. 2011;167:159-64 pubmed
    ..Results of this study show that healthy elderly can benefit from a videogame-based exercise program to improve balance and that all subjects were highly motivated to exercise balance because they found gaming challenging and enjoyable. ..
  47. Schmit S, Chauchard E, Chabrol H, Séjourné N. [Evaluation of the characteristics of addiction to online video games among adolescents and young adults]. Encephale. 2011;37:217-23 pubmed publisher
    ..coping strategies, self-esteem and depressive symptoms in a population-dependent and not dependent on video games online, in order to investigate the correlations existing between these characteristics...
  48. Leatherdale S, Ahmed R. Screen-based sedentary behaviours among a nationally representative sample of youth: are Canadian kids couch potatoes?. Chronic Dis Inj Can. 2011;31:141-6 pubmed
    ..Males and current smokers were more likely to report over 2 hours per day watching TV and videos or playing video games, whereas students in higher grades and those with weekly spending money were more likely to report playing or ..
  49. Smallwood S, Morris M, Fallows S, Buckley J. Physiologic responses and energy expenditure of kinect active video game play in schoolchildren. Arch Pediatr Adolesc Med. 2012;166:1005-9 pubmed publisher
    ..A comparison of a traditional sedentary video game and 2 Kinect activity-promoting video games, Dance Central and Kinect Sports Boxing, each played for 15 minutes...
  50. Maddison R, Foley L, Ni Mhurchu C, Jiang Y, Jull A, Prapavessis H, et al. Effects of active video games on body composition: a randomized controlled trial. Am J Clin Nutr. 2011;94:156-63 pubmed publisher
    Sedentary activities such as video gaming are independently associated with obesity. Active video games, in which players physically interact with images on screen, may help increase physical activity and improve body composition...
  51. Biddle S, Pearson N, Ross G, Braithwaite R. Tracking of sedentary behaviours of young people: a systematic review. Prev Med. 2010;51:345-51 pubmed publisher
    ..Sedentary behaviours track at moderate levels from childhood or adolescence. Data suggest that sedentary behaviours may form the foundation for such behaviours in the future and some may track slightly better than physical activity. ..
  52. Joo A, Park I. [Effects of an empowerment education program in the prevention of internet games addiction in middle school students]. J Korean Acad Nurs. 2010;40:255-63 pubmed publisher
    ..quot; was supported. We suggest, therefore, that the EEP should be used with adolescent to help them control their stress, internet games addiction and to increase their empowerment. ..
  53. Lyons E, Tate D, Komoski S, Carr P, Ward D. Novel approaches to obesity prevention: effects of game enjoyment and game type on energy expenditure in active video games. J Diabetes Sci Technol. 2012;6:839-48 pubmed
    Some active video games have been found to promote physical activity adherence because of enjoyment...