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RELATED LITERATURE ABOUT ONLINE GAMES

date: 08/28/14
time: 8:14 PM
source: http://yourbrainonporn.com/internet-and-gaming-addiction-systematicliterature-review-neuroimaging-studies-2012
Authors: Daria J. Kuss and Mark D. Griffiths
Year: 2012

In the past decade, research has accumulated suggesting that excessive Internet use
can lead to the development of a behavioral addiction.Internet addiction has been
considered as a serious threat to mental health and the excessive use of the
Internet has been linked to a variety of negative psychosocial consequences. The
aim of this review is to identify all empirical studies to date that used neuroimaging
techniques to shed light upon the emerging mental health problem of Internet and
gaming addiction from a neuroscientific perspective.
Neuroimaging studies offer an advantage over traditional survey and behavioral
research because with this method, it is possible to distinguish particular brain areas
that are involved in the development and maintenance of addiction. A systematic
literature search was conducted, identifying 18 studies. These studies provide
compelling evidence for the similarities between different types of addictions,
notably substance-related addictions and Internet and gaming addiction, on a
variety of levels.
On the molecular level, Internet addiction is characterized by an overall reward
deficiency that entails decreased dopaminergic activity.
On the level of neural circuitry, Internet and gaming addiction led to
neuroadaptation and structural changes that occur as a consequence of
prolonged increased activity in brain areas associated with addiction.
On a behavioral level, Internet and gaming addicts appear to be constricted with
regards to their cognitive functioning in various domains.

date: 08/28/14
time: 8:14 PM
source: http://game-research.com/index.php/articles/computer-game-research101-a-brief-introduction-to-the-literature/
author: Jonas Heide Smith
Year: 2006
A few years ago there wasnt much to talk about. Now, however, computer game
research is booming resulting in common terminology, competing paradigms and
serious discussion on the subjects of games and gaming. This article attempts to
provide an introduction to the field of computer game research.
Computer games, like other media, have taken some time to register on the academic
radar screen. Film, although treated seriously early on (e.g. Mnsterberg, 1916), was not
considered an entirely valid research field until the 1960s which saw the birth of actual
academic departments. Games, now 40 years old, are starting quite suddenly to
attract attention from a wide range of disciplines. Only five years ago it would be
possible to survey the entire field of game research without raising much of a sweat.
Sociologists and psychologists had attempted to map behavioural effects, but not in
ways that warranted special attention compared to similar studies on other phenomena
in the same league. Today, scholars from fields as diverse as comparative literature,
graphic design, computer science, film studies and theatre studies have contributed to
the understanding of the phenomenon of computer games. In the following I try to
convey a crude map of the field. I attempt but do not hope to succeed to provide a
balanced view of what is essentially a non-unified research community with huge
differences in outlook and priorities.

RELATED STUDIES ABOUT ONLINE GAMES


date: 08/28/14
time: 8:14 PM
source: http://www.hindawi.com/journals/psychiatry/2013/464685/
author: Jonathan Scott and Alison P. Porter-Armstrong
YEAR: 2009

Abstract

Introduction. For many people, the online environment has become a significant arena
for everyday living, and researchers are beginning to explore the multifaceted nature of
human interaction with the Internet. The burgeoning global popularity and distinct
design features of massively multiplayer online role-playing games (MMORPGs) have
received particular attention, and discourses about the phenomenon suggest both
positive and negative impact upon gamer health. Aim. The purpose of this paper was to
critically appraise the research literature to determine if playing MMORPGs impacts
upon the psychosocial well-being of adolescents and young adults. Method. Initial
searches were conducted on nine databases spanning the years 2002 to 2012 using
key words, such as online gaming, internet gaming, psychosocial, and well-being,
which, in addition to hand searching, identified six studies meeting the inclusion and
exclusion criteria for this review. Results. All six studies strongly associated MMORPG
playing with helpful and harmful impact to the psychosocial well-being of the populations
under study; however due to the methodologies employed, only tentative conclusions
may be drawn. Conclusion. Since both helpful and harmful effects were reported, further
multidisciplinary research is recommended to specifically explore the clinical
implications and therapeutic potentialities of this modern, growing phenomenon.
1. Introduction

There can be little doubt that the use of the Internet has become a significant aspect of
modern living, bringing benefits to users in terms of access to information and flexibility
of communication. Even so, certain aspects of Internet use are beginning to come under
increasing scrutiny. Recently, the term Problematic Internet Use has been used to
describe a syndrome of cognitive and behavioural symptoms that result in a wide range
of negative consequences, including physical harm and psychosocial adversities [13].

Indeed there is a body of opinion suggesting that the term internet addiction should be
included in the forthcoming fifth edition of the diagnostic and statistical manual of mental
disorders [4]. However, research suggests that individuals do not develop problems with
the Internet in and of itself, but rather with the various activities it enables [57].
Despite the increasing pervasiveness and variety of online activities in adolescents
lives, little is known about any associated short- or long-term health implications of use
[8]. Of particular interest are those activities which involve online community interaction,
and questions have been raised about the ability of these applications to influence
behaviour and induce or support pathological thinking [9]. Online gaming is one such
activity and is the latest iteration of the well-established leisure occupation of video and
computer gaming. It has become a significant global phenomenon, with one source
estimating that there are more than 217 million online gamers worldwide [10] and other
statistics estimating that one in four internet users access sites that offer gaming [11].
Indeed, market research indicates that the average number of hours spent each week
on online gaming is increasing, with 1214 year olds spending the most time on these
games [12].
An online game is a digital game that utilises a live network connection in order to be
played and is usually done through a games console, a portable gaming device, or a
personal computer [13]. As well as the traditional offline gaming experience of
continuous scoring, promotion, immediate feedback, and achievement of selfsatisfaction [14], which research has shown can have many adverse health
consequences [15, 16], online gaming allows for social interaction amongst gamers in a
shared virtual space [17] and consequently may be more problematic for some
individuals [18].
The most popular genre or type of online game that of massively multiplayer online roleplaying games (MMORPGs) and the small amount of research exploring online gaming
has tended to focus on this genre. MMORPGs allow gamers to create their own avatar
to explore and play with others from across the globe in self-contained, persistent, and
immersive online worlds. By design, these games run in real time are highly social and
competitive in nature, and call for a high level of commitment and cooperation amongst
game users [19]. Consequently there are growing concerns that the significant
requirements of playing MMORPGs may facilitate compulsive or addictive use. It has
been reported that in order to create more time for computer games, players will neglect
sleep, diet, hobbies, exercise, and socialising [20] and that there is evidence to
associate poor decision making [21], depressive symptoms, and suicidal ideation with
excessive digital gaming [22]. However, it should be noted that studies have also
reported that users are deriving a great deal of satisfaction and benefit from engaging in
these games [2326]. Clearly a heterogeneous clinical picture is beginning to emerge of
how online gaming is impacting the psychosocial well-being of gamers. For the
purposes of this review psychosocial well-being is understood as an array of

constructs which reflect the quality of intrapersonal and interpersonal functioning [27].
Moreover, since playing MMORPGs is becoming an increasingly significant occupation
of leisure for many adolescents and young adults, the aim of this critical review is to
examine the published literature and to critically appraise the evidence to determine the
impact, if any, of playing MMORPGs upon the psychosocial well-being of adolescents,
emerging adults, and young adults.

date: 08/28/14
time: 8:14 PM
source: http://www.scilearn.com/blog/video-games-brain
author: Bill Jenkins, Ph.D.
YEAR: 2012

Weve all seen the news reports, but how do video games really affect the brain? The
short answer is this: researchers are working on it. While a great many studies have
been done, science has a long way to go before we fully understand the impact video
games can have.
The brain is a malleable, plastic structure that can change and evolve with every
stimulus we give it. Whether that stimulus comes from listening to Tchaikovsky, studying
Spanish, training in karate, or jumping through the mushroom kingdom in Super Mario
Bros. Wii, every single input can affect the wiring of the brain if the conditions are right.
In a December 2011 article in Nature Reviews Neuroscience, six experts in
neuroscience and cognitive psychology Daphne Bavelier, C. Shawn Green, Doug
Hyun Han, Perry F. Renshaw, Michael M. Merzenich and Douglas A. Gentile offer their
perspectives on frequently asked questions related to the effects of video games on the
brain:
Are there beneficial effects of video games? Does evidence point to
improvements in cognitive function?Given the wide variety of game types and the
tasks they demand of the brain, this is an extremely complex and layered issue. Han

and Renshaw cite studies indicating that game play may improve visual-spatial capacity,
visual acuity, task switching, decision making and object tracking. In perception, gaming
has been shown to enhance low-level vision, visual attention, processing speed and
statistical inference. These skills are not necessarily general improvements in cognitive
functioning, but specific skills transferrable to similar tasks. (Gentile)
Does playing video games have negative effects on the brain and behavior?On
this issue, the jury is essentially unanimous: intensive play of high-action games has
been shown to have negative cognitive effects. Merzenich references studies that
indicate such games can create listlessness and discontent in slower-paced and less
stimulating academic, work or social environments. Research has drawn connections
between playing more violent games and an increase in more aggressive thoughts.
Games with anti-social or violent content have been shown to reduce empathy, to
reduce stress associated with observing or initiating anti-social actions, and to increase
confrontational and disruptive behaviors in the real world. (ibid)
How strong is the evidence that video games are addictive?While strong evidence
is mounting, research is proceeding but still incomplete. According to Han and
Renshaw, investigations suggest that brain areas that respond to game stimuli in
patients with on-line game addiction are similar to those that respond to drug cueinduced craving in patients with substance dependence. In addition, they state that
gaming dependence has been shown to create dysfunction in five domains: academic,
social, occupational, developmental and behavioral. While gaming addiction may differ
from other types of addiction, it clearly appears to be a very real issue.

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