David, Oana A., et al. “Changes in Irrational Beliefs Are Responsible for the Efficacy of the Rethink Therapeutic Game in Preventing Emotional Disorders in Children and Adolescents: Mechanisms of Change Analysis of a Randomized Clinical Trial.” European Child & Adolescent Psychiatry, vol. 28, no. 3, 2018, pp. 307–318., https://doi.org/10.1007/s00787-018-1195-z.
Dr. Oana A. David is Director of the International Coaching Institute, Babes-Bolyai University and Associate Professor in the Department of Clinical Psychology and Psychotherapy, Faculty of Psychology and Educational Sciences. This journal details the use of video games in therapy and the effectiveness of them in treatment. This source provides a foundation for the use of video games within therapy.
Bork, Poling. "How Video Games may Enhance Students’ Learning and Cognitive Development." International Journal of Technology, Knowledge and Society, vol. 8, no. 1, 2012, pp. 43-56. ProQuest,
Po-Ling M. Bork, B. Sc., M.Ed., (Brock University, St. Catharines, Ontario) is a PhD student in the Faculty of Education at Brock University. This article details the cognitive effects of video games, and denotes a suggestion towards several benefits to playing video games. This source helps build the foundation for effects on cognition, and the emotional responses while playing.
Anguera, Joaquin A., et al. “Improving Late Life Depression and Cognitive Control through the Use of Therapeutic Video Game Technology: A Proof-of-Concept Randomized Trial.” Depression and Anxiety, vol. 34, no. 6, 2017, pp. 508–517., https://doi.org/10.1002/da.22588.
Dr. Joaquin Anguera is the Director of clinical division, and a professor of Neurology and Psychiatry. This article details the use of video games in elderly patients. This article provides insight into the use of video games in elderly patients suffering from depression, and while not adolscents gives an idea of the effect of video games.
Gold, M. S., & Adamec, C. (2016). adolescents. In M. S. Gold, & C. Adamec, Facts on File library of health and living: The encyclopedia of depression (2nd ed.). Facts On File. Credo Reference: https://skagit.idm.oclc.org/login?url=https://search.credoreference.com/content/entry/fofd/adolescents/0?institutionId=5696
Mark S. Gold is an American physician, professor, author, and researcher on the effects of opioids, cocaine, tobacco, and other drugs as well as food on the brain and behavior. This source builds the foundation for synthesis between adolescents and depression, and video games.
Depression Old Problem, New Therapy. Infobase, 2008.
In this program, Dr. Dennis Charney, of Yale University; Lydia Lewis, of the National Depressive and Manic Depressive Association; and other mental health professionals discuss the types, symptoms, and triggers of depression as they relate both to adolescents and to adults. This video source provides a look at what depression understanding was back in the early-mid 2000’s as well as insight into the treatment there in of the mental disease.
Carrasco, Alvaro E. “Acceptability of an Adventure Video Game in the Treatment of Female Adolescents with Symptoms of Depression.” Research in Psychotherapy: Psychopathology, Process and Outcome, vol. 19, no. 1, 2016, https://doi.org/10.4081/ripppo.2016.182.
Dr. Alvaro E. Carrasco is an independent researcher in the field of Psychotherapy, and a former professor at Alberto Hurtado University. This article's research focuses on the use of video games in the treatment of female adolscents who suffer from depression. This source is important as it shows a positive correlation between video games and helpful treatment amongst the statistically most likely gender to suffer from depression, as well as the least likely to actively play video games.
Hoge, Elizabeth, et al. “Digital Media, Anxiety, and Depression in Children.” Pediatrics, vol. 140, no. Supplement_2, 2017, https://doi.org/10.1542/peds.2016-1758g.
Dr. Hoge’s research focuses on treatments and markers of treatment for anxiety disorders and depression. She has had NIH funding to examine meditation and other contemplative traditions as treatments for anxiety and stress, and to determine biomarkers of treatment which may indicate mechanistic pathways that could be targeted for treatment optimization or novel therapies. This source provides much needed balance and addresses concerns regarding digital media as a whole in regards to depression.
Maras, Danijela, et al. “Screen Time Is Associated with Depression and Anxiety in Canadian Youth.” Preventive Medicine, vol. 73, 2015, pp. 133–138., https://doi.org/10.1016/j.ypmed.2015.01.029.
Ms. Danijela Maras has a masters degree in experimental psychology. This article provides regional data, as well as focuses on the effects of utilizing screens and the effects they have on anxiety and depression in “Youths”. The source will be important in giving credence to the counter argument before dismantling.
Zayeni, Darius, et al. “Therapeutic and Preventive Use of Video Games in Child and Adolescent Psychiatry: A Systematic Review.” Frontiers in Psychiatry, vol. 11, 2020, https://doi.org/10.3389/fpsyt.2020.00036.
Mr. Darius Zayeni is a student of Psychology. This article details the effet of more comericialized games on the adolescent emotional state. This article is important because the other article focuses on use of therapeutic games, this one specifically uses “Serious games”.
Kirsh, Steven J. “The Effects of Violent Video Games on Adolescents.” Aggression and Violent Behavior, vol. 8, no. 4, 2003, pp. 377–389., https://doi.org/10.1016/s1359-1789(02)00056-3.
Kirsh is a Professor of Psychology at The State University of New York at Geneseo. This article focuses on the effects of violent video games on adolscents. This article is important to my research as it addresses the number one idea that violent video games have a negative impact on adolescents.