2005
DOI: 10.1016/j.chc.2005.02.010
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The Play's the Thing: A Clinical-Developmental Perspective on Video Games

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Cited by 10 publications
(6 citation statements)
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“…There is also evidence from work with children with ASD that videogames and virtual reality environments can provide comfortable environments for role playing behaviors that are challenging in actual social contexts (Gelfond & Salonius-Pasternak, 2005;Griffiths, 2003;Moore et al, 2005;Parsons & Mitchell, 2002;Swettenham, 1996;Whalen, Liend, Ingersool, Dallaire, & Liden, 2006;Wilkinson, Ang, & Goh, 2008).…”
Section: For Good or Bad?mentioning
confidence: 99%
“…There is also evidence from work with children with ASD that videogames and virtual reality environments can provide comfortable environments for role playing behaviors that are challenging in actual social contexts (Gelfond & Salonius-Pasternak, 2005;Griffiths, 2003;Moore et al, 2005;Parsons & Mitchell, 2002;Swettenham, 1996;Whalen, Liend, Ingersool, Dallaire, & Liden, 2006;Wilkinson, Ang, & Goh, 2008).…”
Section: For Good or Bad?mentioning
confidence: 99%
“…Although most research on video games has emphasized harm, some surveys of adolescents have found links between interactive game play and social and emotional well-being (Colwell & Kato, 2003;Durkin & Barber, 2002). Researchers have theorized that video games-perhaps including those with violent content-may have benefits for adolescents (Gelfond & Salonius-Pasternak, 2005;Goldstein, 2000;Griffiths, 2003;Kirsh, 2003;McNamee, 2000;Sherry, 2001). As adolescents explore different roles and social situations, including the inevitable conflicts with peers and parents, they create, break, and negotiate rules.…”
Section: Electronic Game Play and Healthy Developmentmentioning
confidence: 99%
“…It is possible that adolescent boys achieve some of these goals through their video game play. Rather than encouraging aggressive or violent behavior, video game play may help adolescent boys consider issues of war, violence, and death (Gelfond & Salonius-Pasternak, 2005). As with physical activity play, some adolescents may engage with video games in a dysfunctional manner.…”
Section: Electronic Game Play and Healthy Developmentmentioning
confidence: 99%
“…Clinicians can use this information to screen these students for extreme use of video games or Internet and monitor for higher internalizing symptoms, which may go undetected by parents. Considering the opposite causal pathway, it may be that Asian-Americans with high internalizing symptoms are likely to use media as an outlet or a more comfortable area for interacting with peers, suggesting that clinicians may be successful in using treatments that capitalize upon their affinity towards these media (Ceranoglu, 2010; Gelfond & Salonius-Pasternak, 2005). …”
Section: Discussionmentioning
confidence: 99%