Start Date
17-8-2018 10:00 AM
End Date
17-8-2018 11:30 AM
Abstract
Abstract
Background: As technology has advanced, use video games can make an impact an adolescent’s life. While there is controversy in the use of video games, there are limited studies to a provide a comprehensive review of the positive and negative effects regarding the use of video games.
Objectives: The purpose of this literature review was to use current research in determining whether or not video games are favorable in adolescent’s health by understanding its risks and benefits. With these considerations, appropriate recommendations can be provided to determine how to make the video games more beneficial.
Method: An integrative literature review was conducted using the databases of Academic Search Complete, CINAHL, ProQuest Nursing Allied Health Source, PsycARTICLES, and PsycInfo. Search terms included video games, computer games, electronic games, internet games, adolescents, teenagers, youth, mental health, mental disorders, depression, aggression, therapy, treatment, intervention, positive effects, and cognitive effects.
Results: Three major negative effects and three major positive effects were identified from the twelve articles reviewed. Those included aggression, depression, anxiety, problem solving skills, motor coordination, and creativity. Recommendations from the current literature to improve video games included altering time spent playing video games and more parental support.
Conclusion: With new developments of using video games to improve patient outcomes, healthcare providers can use this outlet as a resource. Healthcare providers can also recommend the suggested interventions to reduce negative effects to the target population.
Included in
Evaluation of Video Games on Adolescent Health: An Integrative Literature Review
Abstract
Background: As technology has advanced, use video games can make an impact an adolescent’s life. While there is controversy in the use of video games, there are limited studies to a provide a comprehensive review of the positive and negative effects regarding the use of video games.
Objectives: The purpose of this literature review was to use current research in determining whether or not video games are favorable in adolescent’s health by understanding its risks and benefits. With these considerations, appropriate recommendations can be provided to determine how to make the video games more beneficial.
Method: An integrative literature review was conducted using the databases of Academic Search Complete, CINAHL, ProQuest Nursing Allied Health Source, PsycARTICLES, and PsycInfo. Search terms included video games, computer games, electronic games, internet games, adolescents, teenagers, youth, mental health, mental disorders, depression, aggression, therapy, treatment, intervention, positive effects, and cognitive effects.
Results: Three major negative effects and three major positive effects were identified from the twelve articles reviewed. Those included aggression, depression, anxiety, problem solving skills, motor coordination, and creativity. Recommendations from the current literature to improve video games included altering time spent playing video games and more parental support.
Conclusion: With new developments of using video games to improve patient outcomes, healthcare providers can use this outlet as a resource. Healthcare providers can also recommend the suggested interventions to reduce negative effects to the target population.