Laboratory for Leisure, Tourism & Sport

The University of Connecticut

A. Yiannakis, Director

Video Games (#2)

NOTE: This list is still under construction. A full update will be available in January, 1996

Researched and compiled by Young Kim, Lab Coordinator (Yian@ix.netcom.com) Updated October 13, 1995, v1.1 # of refs: 49


Archambault, J. (1983). Les jeux electroniques et les salles de jeux; essai d'analyse Revue de modification du comportement,81-87. Braun, C.,Giroux, J. (1989). arcade video games: Proxemic, cognitive and content analyses Journal of leisure research, 92-105. Camaioni, L et al. (1990). Video-giochi e abilita cognitive: l'ipotesi del transfer Giornale Italiano di psicologia,331- 348. Carroll, D., Turner, R.,Rogers, S. (1987). Heart rate and oxygen consumption during mental arithmetic, a video game, and graded static exercise psychophysiology, 112-118. Carroll, D.,Turner, R.,Lee, J.(1984). Temporal consistency of individual differences in cardiac response to a video game Biological psychology,81-93. Chaffin, J., Maxwell, B. Thompson, B. (1982). Arc-ed curriculum: The application of video game formats to educational software Exceptional children, 173-178. Chambers, J. (1987). The effects of prosocial and aggressive video games on children's donating and helping Journal of genetic psychology, 148,4, 499-505. Dominick, R. (1984). Videogames, Television violence, and Aggression in teenagers Journal of communication U Georgia, 34, 2, 136-147. Dorval, M., Pepin, M. (1986). Effect of playing a video game and conventional test performance Perceptual and motor skills, 159-162. Duffy, A., Nietupski, J. (1985). Acquisition and maintenance of video game initiation, sustaining and termination skills Education and training of the mentally retarded, 157-162. Egli, E. (1984). The role of video game playing in adolescent life: Is there reason to be concerned? Bulletin of the psychonomic society, 22, 4, 159-165. Egli, E., Meyers, L. (1984). The role of video game playing in adolescent life: Is there reason to be concerned? Bulletin of the psychonomic society,271-276. Estallo, M, Juan, A. (1994). Videojuegos, personalidad y conducta. ? Video games, personality, and behavior Psicothema, 181-190. Evan, W.,Stritch, T. (1983). The video game syndrome. Academic Therapy, 533-534. exogenous factors Document delivery from university microfilms international(UMI), 25, 2, 272-289. Fox, P., Oakes, W. (1984). Learned helplessness: Noncontingent reinforcement in video game performance produces a decrement in performance on a lexical decision task Bulletin of the psychonomic society, 113-116. Funk, J. (1993). Reevaluating the impact of video games Clinical Periodical, 86-90. Funk, J. (1992). Video games: Benign or malignant Journal of developmental and behavioral pediatrics, 53-54. Furst, G. (1993). Familiare lebensbedingungen und die subjektive bedeutsamkeit der medien fernsehen und videospiel fur 12-14 jahrige kinder Medienpsychologie Zeitschrift fur individual and massenkommunikation, 280-303. Garner, L. (1992). The sociocultural context of the video game experience Dissertation - Abstracts-international,- A:_ The Humanities- and Social-Science, 52,11, 4095. Gibb, G. et al (1983). Personality differences between high and low electronic video game users Journal of psychology,114, 2, 159-165. Gibb, G., Bailey,J. Lambirth, T., Wilson, W. (1983). Personality differences between high and low electronic Journal of psychology, 159-165. Greenfield, P. et al. (1994). Cognitive socialization by computer games in two cultures: Inductive discovery or mastery of an iconic code? Journal of Applied Developmental Psychology, 15, 1, 59-85. Greenfield, P. (1994). Action video games and informal education: Effects on strategies for dividing visual attention Journal of applied development psychology, 105-123. Greenfield, P. (1994). Video games as cultural artifacts Journal of applied developmental psychology 3-12. Griffith, J.,Voloschin, P., Gibb, G., Bailey, J. (1983). Differences in eye-hand coordination of video game users and non-user Perceptual and motor skills, 155-158. Griffiths, M. (1991). Amusement machine playing in childhood and adolescence: A comparative analysis of video games and fruit machines Journal of adolescence, 53- 73. Huff, G., Collinson, F. (1987). Young offenders, gambling and video game playing British Journal of criminology, 401- 410. Jones, M., Dunlap, W., Bilodeau, I. (1986). Comparison of video game and conventional test performance Simulation and games, 435-446. Jones, M., Kennedy, R., Bittner, A. (1981). A video game for performance testing American Journal of psychology, 143-152. Kaplan, S, Kaplan, S. (1981). Video games, sex, and sex differences Social science, 56, 4, 208-212. Kennedy, R., Bittner, A., Jones, M. (1981). Video game and conventional tracking Perceptual and motor skill, 310. Kestenbaum, G.,Weinstein,L. (1985). Personality, psychopathology, and developmental issues in male adolescent video game use Journal of the American academy of child psychiatry, 329-333. Kuczmierczyk, a., Walley, P., Calhoun, K. (1987). Relaxation training, in vivo exposure and response-prevention in treatment of compulsive video game playing Scandinavian Journal of Behavior Therapy, 185-190. Ladouceur, R. (1989). Jeu de hasard et d'argent sous forme video: La roulette americaine Revue quebecoise de psychologie, 20-28. Lintern, G., Kennedy, R. (1984). Video game as a covariate for carrier landing research Perceptual and motor skills, 167-172. Malec, J., Jones, R., Rao, N., Stubbs, K. (1984). Video game practice effects on sustained attention in patients with craniocerebral trauma Cognitive rehabilitation, 18-23. McClure, R., Mears, G. (1984). Video game players: Personality characteristics and demographic variables Psychological report, 271-276. McGuire, F. (1984). Improving the quality of life for residents of long term care facilities through video games Activities, adaptation and aging, 6, 1, 1-7. Michaels, J. (1993). pattern of video game play in parlors as a function of endogenous and Miller, A., Navarick, D. (1984). Self-control and choice in humans: Effects of video game playing as a positive reinforcer Learning and motivation, 203-218. Miller, S., Ditto, B. (1988). Cardiovascular responses to an extended aversive video game task Psychophysiology, 200-208. Morlock, H.,Yando, T., Nigolean,K. (1985). Motivation of video game players psychological report, 247-250. Ng, D., June, L. (1985). Electronic leisure and youth: kitchener arcade video game players Society and leisure, 8, 2, 537-548. Pepin, M. (1988). Effects de la pratique de jeux video sur deux measures d'habiletes visuo- spatiales Revue quebecoise de psychologie,34-43. Silvern, S.,Williamson, P. (1987). The effects of video game play on young children's aggression, fancy, and prosocial behavior Journal of applied developmental psychology, 453-462. Sneed, C., Runco, M. (1992). The beliefs adults and children hold about television and video games Journal of psychology, 273-284. Toles, T. (1985). video games and American military ideology Arena review, 9,1, 58-76. Turner, R., Carroll, D. (1985). Heart rate and oxygen consumption during mental arithmetic, a video game, and graded exercise: Further evidence of metabolically exaggerated cardiac adjustments Psychophysiology, 261-267.