| Literature DB >> 34366688 |
Polyxeni Kaimara1, Andreas Oikonomou2, Ioannis Deliyannis1.
Abstract
Virtual reality technologies (VRTs) are high-tech human-computer interfaces used to develop digital content and can be applied to multiple different areas, often offering innovative solutions to existing problems. A wide range of digital games is being also developed with VRTs and together with their components, the games' structural elements are appealing to children and engaging them more in virtual worlds. Our research interest is directed towards children's development and the effects of VRTs within gaming environments. Contemporary psychology studies perceive human development as a holistic and lifelong process with important interrelationships between physical, mental, social and emotional aspects. For the objectives and scope of this work, we examine children development across three domains: physical, cognitive and psychosocial. In this context, the authors review the literature on the impact of VRTs on children, in terms of software and hardware. Since research requires an wide-ranging approach, we study the evidence reported on the brain and neural structure, knowledge, behaviour, pedagogy, academic performance, and wellness. Our main concern is to outline the emerging ethical issues and worries of parents, educators, ophthalmologists, neurologists, psychologists, paediatricians and all relevant scientists, as well as the industry's views and actions. The systematic review was performed on the databases Scopus, IEEE Xplore, PubMed, and Google Scholar from 2010 to 2020 and 85 studies were selected. The review concluded that findings remain contradictory especially for the psychosocial domain. Official recommendations from organizations and well-documented researches by academics on child well-being are reassuring if health and safety specifications and particularly the time limit are met. Research is still ongoing, constantly updated and consist of a priority for the scientific community given that technology evolves.Entities:
Keywords: Child development; Ethical issues; Games; Impact of technology; Safety; Virtual reality technologies
Year: 2021 PMID: 34366688 PMCID: PMC8328811 DOI: 10.1007/s10055-021-00563-w
Source DB: PubMed Journal: Virtual Real ISSN: 1359-4338 Impact factor: 4.697
Fig. 1Holistic and lifelong human development process
Fig. 2Systematic review flowchart based on PRISMA. Adapted by Moher et al. (2010)
Total number of articles per developmental domain categorized by a particular area
| 1 | Physical developmental ( | Identified articles |
|---|---|---|
| Cybersickness | 6 | |
| Obesity | 14 | |
| Radiation | 2 | |
| Sleep disorders | 7 | |
| Visual symptoms | 8 |
*n, number of articles
Overview of the physical domain
| References | Publication Type | Cybersickness | Obesity | Radiation | Sleep disorders | Visual symptoms | Study summary and Authors’ conclusions | |
|---|---|---|---|---|---|---|---|---|
| 1 | Calvert et al. ( | Research article | * | Exposure to electronic game play is often implicated in the obesity crisis because may promote sedentary behaviour and increase consumption of high-calorie foods with low nutritional value. However, games may increase children’s physical activity and expose them to healthier foods | ||||
| 2 | Dużmańska et al. ( | Review article | * | VRTs still tend to evoke unpleasant symptoms among their users; although technology advances, this problem has not yet been solved. In most cases, the severity of symptoms increases with time of exposure and a threshold level or time point exists, after which the symptoms stop increasing or begin to decrease. Symptoms may persist for a short period (10 min) or a relatively long one (even 4 h) | ||||
| 3 | Fernández et al. ( | Research article | * | Modelling of a cell phone held to the ear, or VR devices in front of the eyes reveal that young eyes and brains absorb substantially higher local radiation doses than adults. Age-specific simulations indicate the need to apply refined testing methods and for public education regarding manufacturers' advice to keep phones off the body, and prudent use to limit exposures, particularly to protect the young | ||||
| 4 | Fuller et al. ( | Research article | * | * | Using any device at bedtime was associated with a statically significant increased use of multiple forms of technology at bedtime and use in the middle of the night, reducing sleep quantity and quality and elevating body mass index | |||
| 5 | Gheller et al. ( | Research article | * | Video game playing (VGP) is associated with overweight/obesity (OW/OB). VGP and caloric preloads in the pre-meal environment influence short-term food intake (FI) in healthy-weight children. Authors' findings indicated that, unlike boys with healthy weight, boys with OW/OB do not reduce their FI following 30 min of pre-meal VGP and exhibit impaired caloric compensation after a glucose preload | ||||
| 6 | González et al. ( | Research article | * | Increasing childhood obesity in the world is a direct result of changes in the lifestyles of the population. Active video games have a positive effect on the prevention of obesity. The results involving biometric variables, learning healthy habits and experience in the intervention were highly satisfactory | ||||
| 7 | Gottschalk ( | Review article | * | * | * | It has been suggested that moderate use of screens is not associated with problematic outcomes such as delinquency, risky behaviours, reduced grades or mental health problems. If screen time is displacing other activities such as physical activity, interacting with family and peers, or adequate sleep time, this would be cause for concerns including radiation effects, sleep patterns, posture and sedentary behaviours | ||
| 8 | Greuter et al. ( | Research article | * | Few studies have considered the binocular affordances provided by VR headsets and the engaging qualities of electronic games as a treatment. AmblyopiaVR is a system that calibrates a user's VR view separately for each eye and engages them in play experiences. This paper presents the conceptualization and design of the system and its implementation, prototype-game ideas, and future user testing plans | ||||
| 9 | Hirota et al. ( | Research article | * | Objective and subjective evaluation of visual fatigue were not significantly different with the use of a VR-HMD and two-dimensional display. These results should be valuable not only to engineers developing VR content but also to researchers involved in the evaluation of visual fatigue using VR-HMD | ||||
| 10 | Kardefelt-Winther ( | Review article | * | This review shows that the time spent on digital technology can have both positive and negative effects on child well-being, depending on the activity and how much time is spent. The finding that screen-based activity and physical activity seem to be independent behaviours is particularly important for health promotion policies and should be underlined | ||||
| 11 | Kelly et al. ( | Research article | * | Amblyopia is the leading cause of monocular visual impairment in children that can be treated by patching the fellow eye to force the use of the amblyopic eye. A binocular iPad game was effective in treating childhood amblyopia and was more efficacious than patching at the 2-week visit. Binocular games that rebalance contrast to overcome suppression are a promising additional option for treating amblyopia | ||||
| 12 | Kenney and Gortmaker ( | Research article | * | * | Using smartphones, tablets, computers, and video games are associated with several obesity risk factors and inadequate sleep time. Although further study is needed, families should be encouraged to limit both TV viewing and newer screen devices | |||
| 13 | Marker et al. ( | Review with meta-analysis | * | The assumption of a strong association between video game playing and body mass index is small and primarily observed among adults without significant association for samples of children or adolescents | ||||
| 14 | Nolin et al. ( | Research article | * | ClinicaVR analysis shows that the most common cybersickness experienced were “eyestrain” and “fatigue”. The least frequent cybersickness was “nausea” and “burping”. In addition, participants reported little cybersickness in general | ||||
| 15 | Oliveira et al. ( | Review with meta-analysis | * | The review identified that AVGs were better than minimal intervention in reducing BMI and body weight, but not for increasing physical activity in young people | ||||
| 16 | Park et al. ( | Research article | * | The purpose of this study was to investigate the effect of performing an oculomotor exercise, immediately before watching VR content on HMD, on cybersickness. The proposed method resulted in a significant reduction in cybersickness and therefore, the proposed method was effective in alleviating cybersickness | ||||
| 17 | Ramírez-Granizo et al. ( | Review article | * | The review on the relationship between active video games and physical activity showed how active video games are an innovative element to encourage physical activity at an early age as long as they are complemented by frequent or intense sports activities. It also highlights the importance of promoting healthy lifestyles to combat sedentariness and obesity, diabetes, cholesterol, or cardiovascular problems | ||||
| 18 | Rebenitsch and Owen ( | Review article | * | With VR systems becoming readily available to the general public, reports of cybersickness have increased and there is a growing concern about the safety of these systems. There is a consistent trend that the incidence of cybersickness increases from desktop to large screen to HMD, but the difference between a large screen and HMD is small | ||||
| 19 | Rechichi et al. ( | Research article | * | Asthenopia (especially headache, eyelid tic, transient diplopia, and dizziness), absence of fine stereopsis, and refractive errors were statistically more frequent (mainly in the dominant eye) in children in the video game group. It is important to recognize these signs as possible functional disorders to avoid erroneous diagnostic and therapeutic interventions | ||||
| 20 | Reid Chassiakos et al. ( | Review article | * | * | Risks of digital media usage include negative health effects on sleep and a higher incidence of obesity | |||
| 21 | Roettl and Terlutter ( | Research article | * | The authors analysed how an identical video game that is either played in a 2D, stereoscopic 3D or Head-Mounted-Display (HMD) VR version is experienced by the players, and how brands that are placed in the video game are affected. Subjects reported higher levels of dizziness and motion-sickness in the VR game than in the 3D and in the 2D game | ||||
| 22 | Tate et al. ( | Research article | * | High levels of interactive media use such as internet surfing and video games have been specifically associated with BMI and body fat percentage in adolescent girls. The effect of screen time on adiposity may be moderated by the content of the media. This study discusses challenges with using mHealth strategies for childhood obesity prevention | ||||
| 23 | Tosini et al. ( | Review article | * | * | In this review, the authors summarized the current knowledge of the effects of blue light on the regulation of physiologic functions and blue light exposure on ocular health. The accumulating experimental evidence has indicated that exposure to blue light can affect many physiologic functions, and it can be used to treat circadian and sleep dysfunctions. However, blue light can also induce photoreceptor damage | |||
| 24 | Turel et al. ( | Research article | * | * | Video game addiction can be associated with increased sleep curtailment which in turn can be associated with elevated abdominal adiposity and its resultant cardio-metabolic impairments | |||
| 25 | Turel et al. ( | Research article | * | * | Videogame play duration in the 4-h window before bedtime, typical videogame session duration, sweet drinks consumption while playing video games and poor sleep quality have aversive associations with abdominal adiposity. This study aims to untangle associations between videogame-use attributes and obesity as a first step towards identifying and examining possible interventions | |||
| 26 | Tychsen and Foeller ( | Research article | * | * | This study assessed the safety of VR 3D headset in terms of eye discomfort, head/neck discomfort, fatigue and motion sickness. Young children tolerate fully immersive 3D virtual reality game play using HMDs without noteworthy effects on visuomotor functions. VR play did not induce significant post-VR postural instability or maladaptation of the vestibulo-ocular reflex | |||
| 27 | Wang et al. ( | Review article | * | Longer smartphone use may increase the likelihood of ocular symptoms, including myopia, asthenopia, and ocular surface disease, especially in children. Thus, regulating use time and restricting the prolonged use of smartphones may prevent ocular and visual symptoms | ||||
| 28 | Wong et al. ( | Review article | * | Increased digital screen time, near work, and limited outdoor activities were found to be associated with the onset and progression of myopia. The effect of near work on myopia development appeared to be related only to reading but not watching television, playing computer games, or even studying |
Overview of the cognitive domain
| References | Publication Type | Attention | Learning | Spatial cognition | General cognition | Study summary and Authors’ conclusions | |
|---|---|---|---|---|---|---|---|
| 1 | Adjorlu et al. ( | Research article | * | The authors present a study conducted to investigate the feasibility and effectiveness of VR applied to daily living skills (DLS) training of individuals diagnosed with Autism Spectrum Disorder (ASD). The study indicates some positive effects of a head-mounted display based VR simulation to train DLS. However, further research is needed to measure the long-term effects | |||
| 2 | Adjorlu and Serafin ( | Research article | * | The authors presented a study conducted to investigate the feasibility and effectiveness of VR for teaching money skills to adolescents diagnosed with Autism Spectrum Disorder (ASD). VR roleplay training illustrates some potentials and benefits in using VR as a mean to teach money skills. A pre- and post-VR training evaluation was conducted using real coins and bills | |||
| 3 | Bennett et al. ( | Research article | * | VR can provide robust assessment of cognitive spatial processing skills in individuals with visual impairment. Findings from the current work demonstrate a successful interaction between individuals with visual impairments and VR simulations in assessing high-level visual function | |||
| 4 | Blume et al. ( | Research article | * | Generalization of acquired self-regulation skills from laboratory to real life is crucial for a transfer to everyday situations and is hypothesized to be facilitated via training using VR environments. As the authors argued, this was the first study investigating the efficacy of neurofeedback training for children with ADHD in a VR compared to a 2D environment | |||
| 5 | Boyle et al. ( | Review article | * | The current review focused on 143 papers that provided higher-quality evidence about the positive outcomes of games. The most frequently occurring outcome reported for games for learning was knowledge acquisition, while entertainment games addressed a broader range of affective, behaviour change, perceptual and cognitive and physiological outcomes | |||
| 6 | Chang et al. ( | Research article | * | This study proposed a non-immersive VR guidance system combined with a two-tier strategy to help students learn geology knowledge. The two-tier test VR guidance system not only improved the students’ learning achievement in natural science, but also enhanced their learning motivation, and help students answer questions and solve problems more effectively | |||
| 7 | Checa and Bustillo ( | Review article | * | The study aimed to identify the factual standards of the proposed solutions and the differences between training and learning applications. The study provided recommendations for the improvement of serious games in immersive VR-environments to the enhancement of both learning and training tasks | |||
| 8 | Connors et al. ( | Research article | * | * | For individuals who are blind, navigating independently in an unfamiliar environment represents a considerable challenge. Virtual environments and gaming in the development of mental spatial representations can facilitate the transfer of spatial knowledge and further, can be used by individuals who are blind for navigation in real-world environments | ||
| 9 | Dalgarno and Lee ( | Research article | * | * | This article explored the potential learning benefits of three-dimensional (3-D) virtual learning environments (VLEs). The authors identified a series of learning affordances: spatial knowledge representation, greater opportunities for experiential learning, increased motivation/engagement, improved contextualisation of learning and collaborative learning | ||
| 10 | De Freitas ( | Review article | * | To the question: are games effective learning tools, the answer from the research is overwhelmingly positive. Despite resistance to the adoption of game-based approaches in schools, colleges and universities, like online learning, it will be a matter of time before the cost benefits drive uptake widely and the full implication of the research is fully understood | |||
| 11 | Dixon et al. ( | Research article | * | * | Immersive VR environments may offer the advantages of both contrived and natural environment training settings, providing structure to create repeated learning opportunities in a safe and realistic environment. The current study evaluated the effectiveness of a VR safety skills training environment in teaching children with ASD to cross the street with very promising results | ||
| 12 | Erhel and Jamet ( | Research article | * | The authors explored the relationship between goal specificity, flow experience and learning outcomes in educational computer games. A nonspecific goal, as opposed to a specifically defined goal, enhances comprehension, but not memorization and affects reading strategies. Also, they concluded a beneficial influence of flow experience on both memorization and comprehension | |||
| 13 | Fokides and Chachlaki ( | Research article | * | The study presented the results for a 3D multi-user VR for raising awareness of environmental issues. The target group was 326 students aged 10–12-years old divided into three groups according to taught material: (1) printed material, (2) web-based application, and (3) VR. The VR had a notable impact on students’ attitudes towards seals protection compared to the other tools | |||
| 14 | Fowler ( | Research article | * | The aim of this paper was to build upon Dalgarno and Lee's model of learning in three-dimensional (3-D) virtual learning environments (VLEs) and to extend their road map for further research in this area. The paper adopted a “design for learning” perspective and provided a combined framework to those designing learning activities in 3-D VLEs | |||
| 15 | Freina and Ott ( | Review article | * | This paper is a Review article of the advantages and potentials in the use of Immersive VR in Education (2013–2014). It examines the use of VR in general, and immersive VR in particular, for adult or university students training, and the possible advantages for children and some kinds of cognitive disabilities. The paper outlined strategies that could be carried out to verify these ideas | |||
| 16 | Girard et al. ( | Review article | * | Computer-assisted learning is known to be an effective tool for improving learning in both adults and children. The objective of this research was to review the results of experimental studies designed to examine the effectiveness of games on players’ learning and engagement. Games potentials illustrate why it is important to continue to study their effectiveness | |||
| 17 | Granic et al. ( | Review article | * | Video games are a ubiquitous part of almost all children’s and adolescents’ lives. The authors summarized the research on the positive effects of playing video games, focusing on four main domains: cognitive (e.g. attention), motivational (e.g. resilience in the face of failure), emotional (e.g. mood management), and social (e.g. prosocial behaviour) benefits | |||
| 18 | Jeong et al. ( | Research article | * | This qualitative approach study aimed to understand the overall experiences of students using notebooks in class. Interview data were collected from 23 Korean college students at a Korean University. The results implied that appropriate methods of technology usage are needed and that the support of an instructor is essential to achieve fully beneficial use of notebooks in class | |||
| 19 | Kaimara et al. ( | Research article | * | * | Serious games (SGS) are gaining an ever-increasing interest of many scholars regarding learning. This quantitative research focused on students’ characteristics and factors that affect learning experience when playing 2D or 3D SGs. The results revealed that other learners’ skills beyond demographics such as self-regulation, spatial cognition and mental rotation should be considered | ||
| 20 | Kaimara et al. ( | Research article | * | * | The main objective focused on the correlation of the University students’ views that were sharing common characteristics, like gender, information and communication technology skills, game playing experience, and specific scientific background with factors that related to the gameplay as well as the learning effectiveness | ||
| 21 | Kenny and Gunter ( | Research article | * | Video games are one of the fastest-growing elements of informal, virtual learning. In this article, the authors presented a design and evaluation rubric that appears to overcome many of the shortcomings in educational games currently on the market | |||
| 22 | Kim et al. ( | Research article | * | In this paper, the authors introduced and demonstrated the benefits of a new type of treatment, namely, an eye-contact game that successfully exploits mixed reality technology with head-mounted display. ADHD children, after participating in the treatment sessions, the omission/commission errors which were evaluated in an attention test decreased significantly | |||
| 23 | Koops et al. ( | Research article | * | * | Computer games, based on physics simulations, have been utilized to provide an alternative learning tool. In this research, the authors investigated if commercial entertainment games can be used to overcome misconceptions of Newton’s laws of motion. They concluded that self-designed educational games induce a significantly higher learning gain than commercial entertainment game | ||
| 24 | Lamb et al. ( | Review article | * | The purpose of this meta-analysis was to characterize and compare outcomes related to serious educational games, serious games, and educational simulations as they are presented in the educational literature. The examined studies suggest that ES, SGs, and SEGs do not differ in a statistically significant way when compared to traditional instruction but do differ from each other | |||
| 25 | Makransky et al. ( | Research article | * | The objective was to compare the effectiveness of an immersive VR simulation, a desktop VR simulation, and a conventional text-based manual for delivering laboratory safety training. Significant differences were observed favouring the immersive and desktop VR compared to the text on solving problems, perceived enjoyment, intrinsic motivation and self-efficacy | |||
| 26 | Malihi et al. ( | Research article | * | The aim of this study was to examine the safety and usability of these systems for children with ASD. Children with ASD indicated that HMDs improve spatial presence and realism and 74% of 35 participants preferred using HMDs over monitor-displayed video. These findings provided preliminary evidence to support the safety and usability of HMDs-VR for children with ASD | |||
| 27 | Mayer ( | Review article | * | * | * | Visionaries offer strong claims for the educational benefits of computer games, but there is a need to test those claims with rigorous scientific research and ground them in evidence-based theories of how people learn. Future research is needed to pinpoint the cognitive, motivational, affective, and social processes that underlie learning with educational computer games | |
| 28 | Molina-Carmona et al. ( | Research article | * | The authors hypothesised that it is possible to design VR learning activities that can help students to develop their spatial ability. To prove their hypothesis, they had conducted an experiment consisting of training the students using an on-purpose VR learning application. The conclusion is that VR learning activities have shown to improve spatial ability | |||
| 29 | Newbutt et al. ( | Research article | * | The authors sought to place children with ASD examining the potential of VR HMDs used in classrooms. Students identified several potential usages for HMDs such as relaxing/feeling calm, being able to explore somewhere virtually before visiting the real place and developing learning opportunities. HMDs were reported as enjoyable, physically and visually comfortable, easy to use | |||
| 30 | Nolin et al. ( | Research article | * | The majority of neuropsychological studies using virtual reality have dealt with adults while studies with children and adolescents are relatively scarce. Of the few studies which have been conducted with children, data were mostly generated using the Virtual Classroom Clinica. ClinicaVR is recommended as an assessment tool for selective and sustained attention | |||
| 31 | Palaus et al. ( | Review article | * | * | * | The authors aimed to understand the relationship between the use of video games and their neural correlates. Despite the heterogeneity of the field of study, it has been possible to establish a series of links between the neural and cognitive aspects, particularly regarding attention, cognitive control, visuospatial skills, cognitive workload, and reward processing | |
| 32 | Parong and Mayer ( | Research article | * | * | * | The goal of the study was to examine the effects of playing an immersive VR game that included a collection of gamified cognitive tasks, on specific components of cognition, including perceptual attention, mental rotation, working memory, visualization, visual field of view, and visual processing speed. No evidence that brain training games improve specific components of cognition | |
| 33 | Passig et al. ( | Research article | * | * | The main objective of this research was to study the degree to which the learning process in a dynamic assessment procedure using a computerized 3D Immersive Virtual Reality (3D IVR) framework contributes to the cognitive modifiability of children. The findings indicate that teaching in a 3D IVR environment contributed to the children's cognitive modifiability | ||
| 34 | Reid Chassiakos et al. ( | Review article | * | * | The use of digital media has evidence-based benefits including early learning, exposure to new ideas and knowledge, and increased opportunities for social contact and support. Also, risks of such media include negative effects on attention. To promote wellness in children and adolescents, it is important to set an appropriate balance between screen time/online time and other activities | ||
| 35 | Roettl and Terlutter ( | Research article | * | * | * | The authors analysed how an identical video game that is either played in a 2D, stereoscopic 3D or Head-Mounted-Display (HMD) VR version is experienced by the players, and how brands that are placed in the video game are affected. A post hoc study shows that cognitive load was highest in the VR game and lowest in the 3D game | |
| 36 | Spence and Feng ( | Review article | * | * | The authors reviewed studies that investigate the ability of video games to modify processes in spatial cognition. Several experiments have shown that playing action games induces changes in several sensory, perceptual, and attentional abilities that are important for many tasks in spatial cognition. Action video games have a beneficial effect on complex tasks such as mental rotation | ||
| 37 | Weerdmeester et al. ( | Research article | * | The study assessed the feasibility and effectiveness of a full-body-driven intervention videogame targeted at decreasing ADHD symptoms, specifically inattention, hyperactivity, impulsivity, and motor deficiency. Children who played the game improved in several areas with only a short amount of gameplay (1.5 h in total), and their satisfaction with the game was high | |||
| 38 | Zaharias et al. ( | Research article | * | * | In this study, two versions (2D and 3D) of a serious educational game on geography, were developed for elementary schools. Both versions had a positive impact on learning. 2D version had a greater impact compared to 3D, regarding learning, while the 3D version had a greater impact on motivation to learn and user experience |
General overview of psychosocial domain
| References | Publication type | Addiction | Anxiety | Emotional effects | IGD | Prosocial/ social behaviour | Study summary and Authors’ conclusions | |
|---|---|---|---|---|---|---|---|---|
| 1 | Adjorlu and Serafin ( | Research article | * | The authors’ presented a study investigating the feasibility of using VR to reduce disruptive classroom behaviour of a child diagnosed with Autism Spectrum Disorder (ASD). The study provides guidelines to educators and designers who plan to develop applications for educating children with ASD regarding social skills | ||||
| 2 | Carbonell ( | Review article | * | * | The author discussed the confusion in DSM-5 diagnosis for Internet Gaming Disorder due to the weak criteria. The release of new genres of video games, VR, online video gaming, different video game mechanics and social structures, and the emergence of smartphones as the main platform are some of the new challenges for scholars | |||
| 3 | Festl et al. ( | Research article | * | Playing digital games has been associated with forms of addictive behaviour. Following Gaming Addiction Short Scale (GAS) criteria, addiction is currently not a widespread phenomenon among adolescents and adults in Germany. GAS scores are associated with intensive use and certain problematic aspects of individuals' personalities and social lives | ||||
| 4 | Granic et al. ( | Review article | * | * | The authors summarized the research on the positive effects of playing video games, focusing on four main domains: cognitive, motivational, emotional, and social. They proposed some candidate mechanisms by which playing video games may foster real-world psychosocial benefits | |||
| 5 | Kaimara et al. ( | Review article | * | * | * | The author’s main objective was to research brain-computer interfaces (BCI) concrete components and potential advances as well as depict potential limitations while using technological devices. Within this context, requirements, advantages, possible addiction risks, and boundaries regarding the specifications for BCI and technology are discussed | ||
| 6 | Kardefelt-Winther ( | Review article | * | * | * | Videogame playing was associated with prosocial behaviour, life satisfaction, and lower levels of conduct, emotional and peer problems, and hyperactivity. The popular scientific claim that time spent on digital technology could make children addicted is a misrepresentation of existing knowledge | ||
| 7 | Kuss et al. ( | Review article | * | * | "Internet addiction" has been criticized for its lack of specificity given the heterogeneity of potentially problematic behaviours. Internet addiction and Internet Gaming Disorder (IGD) are not the same, and distinguishing between the two is conceptually meaningful. The DSM-5 has caused more confusion than clarity regarding the disorder | |||
| 8 | Lavoie et al. ( | Research article | * | The authors designed an interactive scenario intended to elicit low to moderate amounts of negative emotion, wherein participants played out the scenario in either VR (using the HTC Vive) or on a laptop computer. VR gameplay has the potential to elicit strong negative emotional responses that could be harmful to users if not managed properly | ||||
| 9 | Lobel et al ( | Research article | * | * | The effects of games on children’s psychosocial development: Gaming at time were related to increases in emotion problems and decreases in social behaviour, for children involved in high | |||
| 10 | Madary and Metzinger ( | Review article | * | * | The goal of this article was to present a first list of ethical concerns that may arise from research and personal use of VR and related technology and to offer concrete recommendations for minimizing those risks. The neurophysiological underpinnings of VR addiction may differ from that of internet use disorder | |||
| 11 | Malihi et al ( | Research article | * | The aim of this study was to examine the safety and usability of these systems for children with ASD. The authors argued that levels of anxiety and negative effects experienced by children with ASD while wearing HMDs or watching a monitor-displayed video were not significantly different | ||||
| 12 | Männikkö et al. ( | Research article | * | The aim of this study was to identify problematic gaming behaviour among Finnish adolescents and young adults, and evaluate its connection to a variety of psychological, social, and physical health symptoms. Problematic gaming behaviour was found to relate to psychological and health problems, namely depression and anxiety symptoms | ||||
| 13 | Mesa-Gresa et al ( | Review article | * | * | VR has emerged as an effective tool for intervention in the health field and treatment for individuals with ASD. The clinical focus of most of the reviewed studies was on emotional and/or social skills, including emotion recognition, collaboration, and social interaction tasks | |||
| 14 | Newbutt et al. ( | Research article—Journal | * | The authors sought to place children with ASD examining the potential of VR HMDs used in classrooms and suggested that low-tech options such as smartphone-based HMDs could be a suitable tool for relaxing, exploring an environment just before visiting the real world. HMDs were reported by children as enjoyable, physically and visually comfortable | ||||
| 15 | Newbutt et al. ( | Review article | * | * | This review was focused on the potentially useful application of VRTs to train and support people with an ASD in developing life-skills (i.e. social skills, job skills, independent living skills) and where there has been successful implementation in applied contexts. The authors also discussed the ethical approaches in using HMDs with this population | |||
| 16 | Palaus et al ( | Review article | * | The authors aimed to understand the relationship between the use of video games and their neural correlates. Regarding addiction, the role of the reward system is always present when we talk about VGs, due to the way they are designed | ||||
| 17 | Pallavicini and Pepe ( | Research article | * | * | The introduction of immersive technologies, especially virtual reality, into the gaming market, has dramatically altered the traditional concept of video games. The main principle findings of this study are as follows: VR video games appear to be effective tools to elicit positive emotions and to decrease negative emotions and state anxiety in individuals | |||
| 18 | Paulus et al. ( | Review article | * | * | * | The authors reviewed the scientific literature on IGD to provide an overview focusing on definitions, symptoms, prevalence, and aetiology. Developing IGD requires several interacting internal factors such as deficient self, mood and reward regulation, problems of decision-making, and external factors such as deficient family background and social skills | ||
| 19 | Przybylski ( | Research article | * | * | Τhis study explored how time spent playing electronic games accounts for significant variation in the positive and negative psychosocial adjustment of children. The low engagement was associated with higher life satisfaction and prosocial behaviour and lower externalizing and internalizing problems, the opposite was found for high levels of play | |||
| 20 | Reid Chassiakos et al ( | Review article | * | Digital media use has evidence-based benefits including opportunities for social contact, support and access to health information. Risks are a higher incidence of depression, exposure to inaccurate/unsafe content and contacts and compromised privacy. American Academy of Pediatrics Family Media Use Plan is recommended | ||||
| 21 | Rossi et al. ( | Research article | * | The authors proposed the use of VR Games in the context of sensory processing disorders treatment (SPD). SPD often co-occurs with other disorders, e.g. ASD or ADHD. Therapists reported that in general, the game had a positive effect on their treatments also reported signs of relaxation, increased concentration and changes in behaviour | ||||
| 22 | Schneider et al. ( | Review article | * | Familial influences are known to affect the likelihood of an adolescent becoming a problem gamer. This systematic review examined some of the key findings in empirical research on family factors related to adolescent problem gaming. Family-related factors included parent status | ||||
| 23 | Stavropoulos et al. ( | Research article | * | * | Internet Addiction (IA) symptoms in adolescents were investigated longitudinally. More hostile adolescents continue to present higher IA symptom severity, the relationship of MMORPG and IA symptoms holds over time and is similar to other forms of addictions, and the effect of MMORPG may differentiate between individual and classroom level | |||
| 24 | Steve and Grubb ( | Review article | * | * | This study reviewed of ADHD to ascertain why its prevalence continues to rise in American society. Children at-risk for IA tend to fit some of the criteria for ADHD. Increased rates of ADHD is based on a linkage of events created by a lack of parent–child interactions that lead to an increase technology use which develops behaviours that mimic ADHD-like traits | |||
| 25 | Turel et al. ( | Research article | * | * | The objective of this study was to examine possible associations among growing problems in adolescents, as a means to point to plausible interventions. Videogame addiction among adolescents was negatively associated with sleep duration. Interventions aimed at problematic video-gaming could improve adolescents’ long-term cardio-metabolic health | |||
| 26 | Weinstein ( | Review article | * | * | Adolescents with IGD have shown an increased functional connectivity of several executive control brain regions that may related to comorbidity with ADHD and depression. The evidence supports the behavioural addiction model of IGD by showing structural and functional changes in the mechanisms of reward and craving (but not withdrawal) in IGD | |||
| 27 | Weinstein and Lejoyeux ( | Review article | * | * | This review summarized studies on the neurobiological correlates of IGD and addictive internet use in adolescents and young adults. Brain imaging has shown that IGD shares neurobiological alterations that are typical for other addictions. Comorbidity studies indicate that executive control networks in ADHD may increase the susceptibility to develop IGD | |||
| 28 | Weiss et al. ( | Review article | * | The objective of this article was to review the research on ADHD as a risk factor for Internet addiction and gaming, its complications, and what research and methodological questions remain to be addressed. Internet and offline gaming overuse and addiction are serious concerns for ADHD youth | ||||
| 29 | Wichstrøm et al. ( | Research article | * | * | DSM-5-defined IGD is already present in some 10-year-olds, with a strong male preponderance. Symptoms of IGD are only marginally associated with symptoms of other psychiatric disorders and only predicted by social skills and emotion regulation deficits. Low social competence and poor emotion regulation skills predict more IGD-symptoms |