Consulting, Research and Speaking on Health and Media Issues

Cites

Research used to develop Dr. Olson’s videos for parents

 

Couch Potatoes citations:

Grand Theft Childhood (Simon & Schuster, 2008), Chapter 9, 214-216.

Graf, D.L. Pratt, L.V., Hester, C.N., & Short, K.R. (2009). Playing active video games increases energy expenditure in children. Pediatrics, 124, 534-540.

Graves, L., Stratton, G., Ridgers, N.D., & Cable, N.T. (2008). Energy expenditure in adolescents playing new generation computer games. British Journal of Sports Medicine, 42, 592-594.

Lieberman, D.A. (2006). Dance games and other exergames: What the research says. Univ. of California, Santa Barbara white paper. Available at: http://www.comm.ucsb.edu/faculty/lieberman/exergames.htm

Mellecker, R.R. & McManus, A.M. (2008). Energy expenditure and cardiovascular responses to seated and active gaming in children. Archives of Pediatrics and Adolescent Medicine, 162, 886-891.

 

Internet Safety citations:

Griffiths, M.D., Davies, M.N.O., & Chappell, D. (2004). Demographic factors and playing variables in online computer gaming. CyberPsychology & Behavior, 7, 479-487.

Gross, E.F. (2004). Adolescent internet use: What we expect, what teens report. Applied Developmental Psychology, 25, 633-649.

Lenhart, A. et al. (2008). Teens, video games, and civics. Pew Internet & American Life Project report. <http://www.pewinternet.org/Reports/2008/Teens-Video-Games-and-Civics/01-Summary-of-Findings.aspx?r=1>

Olson, C.K., Kutner, L.A. & Warner, D.E. (2008). The role of violent video game content in adolescent development: Boys’ perspectives. Journal of Adolescent Research, 23, 55-75.

Steinkuehler, C. & Duncan, S. (2008). Scientific habits of mind in virtual worlds. Journal of Science Education and Technology, 17(6), 1573-1839.

Wolak, J., Finkelhor, D., Mitchell, K.J., & Ybarra, M.L. (2008). Online “predators” and their victims: Myths, realities and implications for prevention and treatment. American Psychologist, Feb./March, p. 111-128. <http://www.apa.org/news/press/releases/2008/02/sex-offender.aspx>

Yee, N. (2006). The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments. Presence, 15, 309-329.

 

Game overuse citations:

Griffiths, M.D. (2008). Videogame addiction: Further thoughts and observations. International Journal of Mental Health and Addiction, 6, 182-185.

LaRose, R., Lin, C.A., & Eastin, M.S. (2003). Unregulated Internet usage: Addiction, habit, or deficient self-regulation? Media Psychology, 5, 225-253.

Olson, C.K., Kutner L., & Beresin, E.V. (2007). Children and video games: How much do we know? Psychiatric Times, 24(12). <http://www.psychiatrictimes.com/display/article/10168/54191?verify=0>

Reddy, S. (2008). A disorder by any other name: Excessive computer game playing. Virtual Mentor, 10, 30-34. <http://virtualmentor.ama-assn.org/2008/01/jdsc1-0801.html>

Wood, R.T.A. (2008). Problems with the concept of video game “addiction”: Some case study examples. International Journal of Mental Health and Addiction, 6, 169-178.

 

Violent content concerns citations:

Grand Theft Childhood, p. 106.

Goldstein, J. (1999). The attractions of violent entertainment. Media Psychology, 1, 271-282.

Jansz, J. (2005). The emotional appeal of violent video games for adolescent males. Communication Theory, 15, 219-241.

Kutner, L.A., Olson, C.K., Warner, D.E. & Hertzog, S.M. (2008). Parents’ and sons’ perspectives on video game play: A qualitative study. Journal of Adolescent Research, 23, 76-96.

Malliet, S. (2006). An exploration of adolescents’ perceptions of videogame realism. Learning, Media and Technology, 31, 377-394.

Olson, C.K., et al. (2009). M-rated video games and aggressive or problem behavior among young adolescents. Applied Developmental Science, 13, 188-198.

Olson, C.K., Kutner, L.A. & Warner, D.E. (2008). The role of violent video game content in adolescent development: Boys’ perspectives. Journal of Adolescent Research, 23, 55-75.

Olson, C.K., et al. (2007). Factors correlated with violent video game use by adolescent boys and girls. Journal of Adolescent Health, 41, 77083.

Unsworth, G., Devilly, G.J., & Ward, T. (2007). The effect of playing violent video games on adolescents: Should parents be quaking in their boots? Psychology, Crime & Law, 13, 383-394.

 

Using games to teach citations:

Dye, M.W.G., Green, C.S.. & Bavelier, D. (2009). The development of attention skills in action video game players. Neuropsychologia, 47, 1780-1789.

Feng, J., Spence, I.. & Pratt, J. (2007) Playing an action video game reduces gender differences in spatial cognition. Psychological Science, 18(10), 850-855.

Gee, J.P. (2009). Learning and games. International Journal of Learning and Media, 1(1), 21-40.

Klimmt, C. & Hartmann, T. (2006). Effectance, self-efficacy, and the motivation to play video games. In P. Vorderer, J. Bryant (Eds.), Playing Video Games: Motives, Responses and Consequences. Lawrence Erlbaum Associates, 153-169.

Olson, C.K., Kutner, L.A. & Warner, D.E. (2008). The role of violent video game content in adolescent development: Boys’ perspectives. Journal of Adolescent Research, 23, 55-75.

Olson, C.K., Kutner, L.A., Warner, D.E., Almerigi, J.B., Baer, L., Nicholi, A.M. II, & Beresin, E.V. (2007). Factors correlated with violent video game use by adolescent boys and girls. Journal of Adolescent Health, 41, 77-83.

 

Social skills citations:

Cragg, A., Taylor, C., & Toombs, B. (2007). Video Games: Research to Improve Understanding of What Players Enjoy About Video Games, and to Explain Their Preferences for Particular Games. London: British Board of Film Classification www.bbfc.co.uk

Ito, M. & Bittani, M. Gaming. (2009). In Ito, M. et al. (eds). Hanging Out, Messing Around, Geeking Out: Living and Learning With New Media. Cambridge, MA: MIT Press.

Kutner, L.A., Olson, C.K., Warner, D.E., & Hertzog, S.M. (2008). Parents’ and sons’ perspectives on video game play: A qualitative study. Journal of Adolescent Research, 23, 76-96.

Olson, C.K. (2008). The electronic friend? Video games and children’s friendships. Society for Interpersonal Theory and Research (SITAR) Newsletter, 9(1).

Pelligrini, A.D., (2003). Perceptions and functions of play and real fighting in early adolescence. Child Development, 74(5), 1522-1533.

Yee, N. (2006a). Motivations for play in online games. CyberPsychology and Behavior, 9(6), 772-775.

 

Setting limits citations:

Berkey, C.S., Rockett, H.R.H., & Colditz, G. A. (2008). Weight gain in older adolescent females: The Internet, sleep, coffee, and alcohol. Journal of Pediatrics, 153, 635-639.

Calamaro, C.J., Mason, T.B.A., & Ratcliffe, S.J. (2009). Adolescents living the 24/7 lifestyle: Effects of caffeine and technology on sleep duration and daytime functioning. Pediatrics, 123, e1005-e1010.

Entertainment Software Rating Board. Setting up parental controls for video games. Retrieved on November 1, 2009 from http://www.esrb.org/about/parentalcontrols.jsp

Kutner, L.A., Olson, C.K., Warner, D.E., & Hertzog, S.M. (2008). Parents’ and sons’ perspectives on video game play: A qualitative study. Journal of Adolescent Research, 23, 76-96.

Powell, K. (2006). How does the teenage brain work? Nature, 442(24 August), 865-867.

Van Den Bulck, J. (2004). Television viewing, computer game playing, and Internet use and self-reported time to bed and time out of bed in secondary school children. Sleep, 27(1), 101-104.

Villani, V.S., Olson, C.K. & Jellinek, M.S. (2005). Media literacy for clinicians and parents. Child and Adolescent Psychiatric Clinics of North America, 14, 523-553.