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DATABASE SEARCH RESULTS :

VIDEO GAMES :

COMPUTER GAMES :

ONLINE GAMES :

INTERNET GAMES :

ELECTRONIC GAMES :

RECREATION :

LEISURE TIME ACTIVITIES :

ADDICTION :

TREATMENTS :

COUNSELING :

INTERVENTIONS :

BIBLIOGRAPHIES:

Database Results for Adolescent Boys
and  Interventions for Computer Game Addictions

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WEBBIB1516

http://tinyurl.com/q8tavoy

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Adolescent Boys and Computer Game Addiction: Database Search Results

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Google Scholar

http://tinyurl.com/zb4ge5h

Also: Add Teenage Boys

http://tinyurl.com/gocm5fn

Also: Add Treatment OR Interventions OR Counseling



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Content Sample

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Rapid Communication
The Appeal of Violent Video Games to Lower Educated
Aggressive Adolescent Boys from Two Countries
JEROEN S. LEMMENS, M.Sc.,1 BRAD J. BUSHMAN, Ph.D.,1,2
and ELLY A. KONIJN, Ph.D.1
CYBERPSYCHOLOGY & BEHAVIOR
Volume 9, Number 5, 2006
  Mary Ann Liebert, Inc.

http://tinyurl.com/jltazz2


The objective of this study was to test the
effect of individual differences on appeal
and use of video games. Participants were
299 adolescent boys from lower and higher
secondary schools in the Netherlands and
Belgium. In general, boys were most
attracted to violent video games. Boys that
scored higher in trait aggressiveness and
lower in empathy were especially attracted
to violent games and spent more time playing
video games than did boys lower in trait
aggressiveness. Lower educated boys showed
more appreciation for both violent and
nonviolent games and spent more time playing
them than did higher educated boys.
The present study showed that aggressive and
less empathic boys were most attracted to
violent games. The fact that heavy users of
violent games show less empathy and higher
aggressiveness suggests the possibility of
desensitization.

Other studies have shown that playing violent
games increases aggressiveness and decreases
empathy. These results combined suggest the
possibility of a violence cycle. Aggressive
individuals are attracted to violent games.
Playing violent games increases aggressiveness
and decreases empathy, which in turn leads to
increased appreciation and use of violent games.

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Funk, J. B., and Buchman, D. D.
(1996).
Playing violent video and computer games
and adolescent self?concept.
Journal of communication, 46(2), 19-32.

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Mehroof, M., & Griffiths, M. D.
(2010).
Online gaming addiction:
The role of sensation seeking, self-control,
neuroticism, aggression, state anxiety, and trait anxiety.
Cyberpsychology, behavior, and social networking,
13(3), 313-316.


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Adachi, P. J., & Willoughby, T.
(2012).
Do video games promote positive youth development?.
Journal of Adolescent Research, 0743558412464522.

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Lee, K. M., & Peng, W.
(2006).
What do we know about social and psychological effects
of computer games?
A comprehensive review of the current literature.
Playing video games: Motives, responses, and consequences,
327-345.

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Funk, J. B., Hagan, J., Schimming, J., Bullock, W. A.,
Buchman, D. D., and Myers, M.
(2002).
Aggression and psychopathology in adolescents
with a preference for violent electronic games.
Aggressive Behavior, 28(2), 134-144.

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Spekman, M. L., Konijn, E. A., Roelofsma, P. H.,
and Griffiths, M. D.
(2013).
Gaming addiction, definition and measurement:
A large-scale empirical study.
Computers in Human Behavior, 29(6), 2150-2155.

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Adachi, P. J., and Willoughby, T.
(2013).
More than just fun and games: T
he longitudinal relationships between strategic video games,
self-reported problem solving skills, and academic grades.
Journal of youth and adolescence, 42(7), 1041-1052.


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Floros, G., and Siomos, K.
(2012).
Patterns of choices on video game genres and Internet addiction.
Cyberpsychology, Behavior, and Social Networking, 15(8), 417-424.


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Drummond, A., and Sauer, J. D.
(2014).
Video-games do not negatively impact adolescent academic performance
in science, mathematics or reading.
PloS one, 9(4), e87943.

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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.

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Ko, C. H., Yen, J. Y., Liu, S. C., Huang, C. F.,
and Yen, C. F.
(2009).
The associations between aggressive behaviors
and Internet addiction and online activities in adolescents.
Journal of Adolescent Health, 44(6), 598-605.

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Lemmens, J. S., Valkenburg, P. M., and Peter, J.
(2011).
The effects of pathological gaming on aggressive behavior.
Journal of youth and adolescence, 40(1), 38-47.

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Gelfond, H. S., and Salonius-Pasternak, D. E.
(2005).
The play's the thing:
A clinical-developmental perspective on video games.
Child and Adolescent Psychiatric Clinics of North America,
14(3), 491-508.

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Chassin, L., Presson, C. C., Rose, J.,
and Sherman, S. J.
(2007).
What is addiction?
Age-related differences in the meaning of addiction.
Drug and alcohol dependence, 87(1), 30-38.

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Olson, C. K.
(2007).
Children and Video Games: How Much Do We Know?.
Psychiatric Times, 24(12), 41-41.

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Boyle, E., Connolly, T. M., and Hainey, T.
(2011).
The role of psychology in understanding the impact
of computer games.
Entertainment Computing, 2(2), 69-74.

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===============================================

Content Sample of Modified Search Including
Treatment OR Interventions OR Counseling

===============================================

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Basu, S.
(2012).
Excessive computer games and Internet use.
Is it an addiction? A case series.
Neuropsychiatrie de l'enfance et de l'adolescence,
60(5), S242.

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Lemmens, J. S., Valkenburg, P. M., and Peter, J.
(2011).
The effects of pathological gaming on aggressive behavior.
Journal of youth and adolescence, 40(1), 38-47.

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Lemmens, J. S., Valkenburg, P. M., and Peter, J. (2011).
Psychosocial causes and consequences of pathological gaming.
Computers in Human Behavior, 27(1), 144-152.

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Gavriloff, D., and Lusher, J.
(2015).
Social Anxiety and Mindfulness in Online Gamers.
The Computer Games Journal, 4(1-2), 123-132.

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Zhong, Z. J., and Yao, M. Z.
(2013).
Gaming motivations, avatar-self identification
and symptoms of online game addiction.
Asian Journal of Communication, 23(5), 555-573.

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Griffiths, M.
(2010).
Excessive online computer use and learning disabilities.
Australian Journal of Dyslexia and Other Learning Disabilities,
5, 31.

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Lee, K. M., and Peng, W.
(2006).
What do we know about social and psychological effects
of computer games? A comprehensive review of the current literature.
Playing video games: Motives, responses, and consequences, 327-345.

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Teng, Z., Li, Y., and Liu, Y.
(2014).
Online Gaming, Internet Addiction, and Aggression
in Chinese Male Students: The Mediating Role of Low Self-Control.
International Journal of Psychological Studies, 6(2), 89.

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Morris, A., & Katzman, D.
(2003).
The impact of the media on eating disorders in children and adolescents.
Paediatrics and Child Health, 8, 287-292.

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===============================================

Grand Theft Childhood:
The Surprising Truth About Violent Video Games
and What Parents Can Do
Authors	Lawrence Kutner, Cheryl Olson
Publisher	Simon and Schuster, 2008
ISBN	1416564691, 9781416564690
Length	272 pages

Citing Sources:

http://tinyurl.com/gm9e4vl

===============================================

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Ko, C. H., Yen, J. Y., Liu, S. C., Huang, C. F.,
and Yen, C. F.
(2009).
The associations between aggressive behaviors
and Internet addiction and online activities in adolescents.
Journal of Adolescent Health, 44(6), 598-605.

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Boyle, E., Connolly, T. M., and Hainey, T.
(2011).
The role of psychology in understanding
the impact of computer games.
Entertainment Computing, 2(2), 69-74.

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King, D. L., Haagsma, M. C., Delfabbro, P. H., Gradisar, M.,
and 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.


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