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Essay 3 Sources Worksheet 1302

Your thesis: Video games increase cognitive function, motivation, improve self-esteem, and decrease stress.

Evidenc
Evidence Evidence e from Evidence Evidence
Sub Evidence from from Source from Source Source from from Evidence from
point Source #1 #2 #3 #4 Source #5 Source #6 Source #7 Evidence from Source #8
1: “The results “Small “The “Thus, “Rule
Increas indicate that improvement game video following
e in hybridization s in showed games and
cogniti of teaching mindfulness an can be problem-
assessed by increas beneficia solving
ve personal and
CAMM and a e in l to the skills:
functio social cogniti
n responsibilit small brain, Game
ve
y and decrease in however, drills are
functio
gamification overall the based on
n such
strategies anxiety and as benefits rule
improved depression cogniti vary following
cognitive assessed by ve dependi and
performance RCADS were inhibiti ng on students
but not recorded” on” the type are
academic (Pine et al. 5) (Jorge of video required
et al. game” to follow
achievement. Pine, Russell, et al. "A Novel Casual Video Game
11) (Santos rules to
These with Simple Mental Health and Pérez-Jorge, David, et al.
Well-being Concepts (Match
"The Relationship between
Gamified Physical Exercise
et al. 9) achieve a
findings Emoji): Mixed Methods
and Mental Health in
Adolescence: An Example Santos, Isis Kelly Dos, et al.
Feasibility Study." JMIR
of Open Innovation in
Gamified Learning."
"Act
high score
emphasize
ive
Healthcare, vol. 12, no. 2,
Serious Games, vol. 12, 2024. Vide

and move
2024, pp. 124. ProQuest,
https://go.openathens.net/re o
ProQuest, Gam

the
director/tamiu.edu?
url=https://www.proquest.co es
https://go.openathens.net/redire

to the next
m/scholarly-journals/ for
relationship-between- Impr
ctor/tamiu.edu?url=https://ww

significance
gamified-physical- ovin
exercise/docview/
w.proquest.com/scholarly- g

stage”
2918744199/se-2,
doi:https://doi.org/10.3390/h Ment
journals/novel-casual-video- al

of promoting
ealthcare12020124.
Heal

(Baba et al
game-with-simple-mental-
th
health/docview/2925480170/ and

and se-2,

doi:https://doi.org/10.2196/466
Phys
ical
Fitne
282)
empowering
ss—
An Bada, Joseph K., et al. "Integrating
97.
Alter Digital Games for Teenage Mental
nativ Health Education in Classroom

cognitive e for Teaching." International Journal of


Chil Education and Development using
Information and Communication
dren
Technology, vol. 19, no. 3, 2023, pp.

processes for
and 279-301. ProQuest,
Adol https://go.openathens.net/redirector/tami
esce u.edu?url=https://www.proquest.com/
nts scholarly-journals/integrating-digital-

improved durin
g
Soci
games-teenage-mental-health/docview/
2917612349/se-2.

academic
al
Isola
tion:
An

performance Over
view
." Int
ernat
ional

” (Bommer Jour
nal
of

et al 12).
Envi
ronm
ental
Rese
arch
and
Publ
Boomer, Tyra M. P., et al. "A Digital
ic
Health Game to Prevent Opioid Misuse Heal
and Promote Mental Health in th,
Adolescents in School-Based Health vol.
Settings: Protocol for the PlaySmart 18,
Game Randomized Controlled Trial." no.
4,
PLoS One, vol. 18, no. 9, 2023.
2021
ProQuest, , pp.
https://go.openathens.net/redirector/tami 1641
u.edu?url=https://www.proquest.com/ .
scholarly-journals/digital-health-game- doi:1
prevent-opioid-misuse-promote/ 0.33
docview/2862748919/se-2, 90/ij
erph
doi:https://doi.org/10.1371/journal.pone
1804
.0291298 1641

2: “Moreover, Furthermore,
Decrea in the area of video games can
se of digital health also serve as a
stress games that form of stress
specifically relief
focus on and provide
mental relaxation for
health, there some
have been individuals”
some (Crucianu et al
interventions 4)
Crucianu, C., V. Poroch, L. S. Burlea, O. M. Stefanescu, and A.

that have Ciubara. “Video Game Addiction


Among Adolescents”. BRAIN.
Broad Research in Artificial

been
Intelligence and Neuroscience, vol.
15, no. 1, Feb. 2024, pp. 34-40,
doi:10.18662/brain/15.1/533.

evaluated
through
randomized
controlled
trials that
focus on
specific
topics like
stress,
anxiety and
depression,
but
the PlaySmar
t game is the
only
intervention
that
addresses
both mental
health and
opioid
misuse [78–
82] and
recently was
recognized
as an
important
resource for
youth mental
health by the
Office of the
U.S. Surgeon
General
[14]”
(Bommer et
al 12-13)
Boomer, Tyra M. P., et al. "A Digital
Health Game to Prevent Opioid Misuse
and Promote Mental Health in
Adolescents in School-Based Health
Settings: Protocol for the PlaySmart
Game Randomized Controlled Trial."
PLoS One, vol. 18, no. 9, 2023.
ProQuest,
https://go.openathens.net/redirector/tami
u.edu?url=https://www.proquest.com/
scholarly-journals/digital-health-game-
prevent-opioid-misuse-promote/
docview/2862748919/se-2,
doi:https://doi.org/10.1371/journal.pone
.0291298.
3: Furthermore, “This study describes a 3-arm multi-
Decrea video games can site randomized controlled trial
se in also serve as a that aims to evaluate the effects of
anxiety form of stress two potential beneficial paths for
relief and acting on anxiety using video games
provide with adolescents” (Gradi et al 11)
relaxation for Gradi, Naïma, et al. "Evaluating the Effect of Action-Like Video Game Play and of Casual Video Game Play on Anxiety in

some
Adolescents with Elevated Anxiety: Protocol for a Multi-Center, Parallel Group, Assessor-Blind, Randomized Controlled
Trial." BMC Psychiatry, vol. 24, 2024, pp. 1-14. ProQuest,
https://go.openathens.net/redirector/tamiu.edu?url=https://www.proquest.com/scholarly-journals/evaluating-effect-action-like-video-
game-play/docview/2925598455/se-2, doi:https://doi.org/10.1186/s12888-024-05515-7.

individuals”.
(Crucianu et al.
4)
Crucianu, C., V. Poroch, L. S. Burlea, O. M. Stefanescu, and A.
Ciubara. “Video Game Addiction
Among Adolescents”. BRAIN.
Broad Research in Artificial
Intelligence and Neuroscience, vol.
15, no. 1, Feb. 2024, pp. 34-40,
doi:10.18662/brain/15.1/533.

4: “Additiona “Exerga
Increas lly, mes
e in leaderboar promote
motiva ds can increase
tion cultivate a d self-
sense of efficacy,
healthy intrinsic
competitio motivati
n and on,
communit prosocial
y, thereby behavior
increasing s and
motivation continuo
” us
(Gkintoni gamepla
y”
et al 11)
(Santos
et al. 9)
Gkintoni, Evgenia, et al. "Promoting
Physical and Mental Health among Children
and Adolescents Via Gamification—A
Conceptual Systematic Review." Behavioral
Sciences, vol. 14, no. 2, 2024, pp. 102.
ProQuest,
https://go.openathens.net/redirector/tamiu.e
du?url=https://www.proquest.com/
scholarly-journals/promoting-physical-
mental-health-among-children/docview/
2930715428/se-2,
doi:https://doi.org/10.3390/bs14020102.

5:

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