Bibliography-abcdefg577

1. Gregoire, Carolyn. “Why These Neuroscientists Are Prescribing Video GamesThe Huffington Post. TheHuffingtonPost.com, 29 Oct. 2014. Web. 24 Nov. 2015.

Background: This Huffington Post article provides a brief overview of the researchers’ findings. It explains what the game aims to do, provides examples of the benefits found, and has quotes from autistic participants who tout the game’s positive impact.

How I Used It: My hypothesis deals with the healing aspects of certain games on autism, so I cited the game described here as an example of this new innovative technique. I detailed and explained how the game works, employing social and empathetic skills in players.

2. Koller, Dan. “Center for Brain Health Uses Technology to Help Autistic Children Practice InteractionD Healthcare Daily. N.p., 19 Aug. 2013. Web. 24 Nov. 2015.

Background: The lead researcher/creator of the project, Carl Lutz, tells of the game and the team’s findings through his own perspective.

How I Used It: Since this article looks inside the mind of the game’s creator, I was able to clearly understand the motivations of the developers and what they aimed to do with this game.

3. ASF. “What is Autism?” N.p., 2015. Web. 24 Nov. 2015.

Background: A brief explanation of autism is given in simple and concise terms by the Autism Science Foundation.

How I Used It: Autism is defined simply here, and I used the given definition to relate the symptoms of autism to the aspects of therapeutic games that target these specific areas for treatment.

4. Olson, Samantha. “Storytelling in Video Games May Improve Social Skills, Emotional Capacity in Kids With Autism” N.p., 12 Apr. 2015. Web. 24 Nov. 2015.

Background: The storytelling and life-like aspects of the Center for Brain Health’s game are detailed.

How I Used It: The Center for Brain Health’s game and another game I touch upon, Social Clues, use storytelling to relate to the players and make for a more engaging experience. This article describes the benefits of storytelling in games. I included the evidence for these benefits, supporting my assertion that these new games can alleviate autism.

5. Dembosky, April. “‘Play This Video Game And Call Me In The Morning’NPR. NPR, 17 Aug. 2015. Web. 26 Oct. 2015.

Background: NPR covers another game that is aimed at treating cognitive disorders, Project Evo, detailing the gameplay and how it is helping children cope with disorders ranging from ADHD to Asperger’s.

How I Used It: I was able to craft this articles highlights into a definition argument, proposing that therapeutic video games be classified as forms of therapy and become available through prescription. Also, I found out that the FDA is the reason this is not already happening, and explained that video games would already be defined as therapy if not for this organization.

6. “Therapeutic Video Game, “Project: EVO” Makes Headlines.” Autism Speaks. N.p., 16 Mar. 2015. Web. 26 Oct. 2015.

Background: Project Evo is explored thoroughly, including how it’s now being used to diagnose certain disorders.

How I Used It: This article provided me with the various effects games like Project Evo can have on the brain. I used these effects to support the neuroscience-backed argument for my proposal.

7. Gray, Peter. “Cognitive Benefits of Playing Video Games.Psychology Today. N.p., 20 Feb. 2015. Web. 03 Nov. 2015

Background: A study by the American Journal of Play found that gamers had better cognitive functions, like visual sensitivity and multitasking, as compared to non-gamers.

How I Used It: The stark contrast between the brains of those who heavily play games and those who play none at all is shown here, revealing that video games can indeed change the brain in a positive manner.

8. Eichenbaum, Adam, Daphne Bavelier, and C. Shawn Green. “Video Games.SpringerReference (2011): n. pag. Web. 03 Nov. 2015.

Background: Research is provided that backs the belief that video games can be used as teaching tools and can change perceptual and cognitive processing. Several studies are named.

How I Used It: My hypothesis deals with teaching children social skills through video games, and this article explains why video games have proved to be useful teaching tools. Additionally, autism is a cognitive disorder, and the cognitive effects these games can have are given.

9. Wong, Connie, Samuel L. Odom, Kara A. Hume, Ann W. Cox, Angel Fettig, Suzanne Kucharczyk, Matthew E. Brock, Joshua B. Plavnick, Veronica P. Fleury, and Tia R. Schultz. “Evidence-Based Practices for Children, Youth, and Young Adults with Autism Spectrum Disorder: A Comprehensive Review.J Autism Dev Disord Journal of Autism and Developmental Disorders 45.7 (2015): 1951-966. 2014. Web. 8 Nov. 2015.

Background: Evidence-based practices are the science-based methods that prove paramount in effective autism treatment.

How I Used It: I cover the game Social Clues as one of the therapeutic tools of autism treatment, and this game incorporates four evidence-based practices that this article helped me understand.

10. Ballon, Marc. “Video Game Promotes Social Engagement for Children with Autism.Video Game Promotes Social Engagement for Children with Autism. N.p., 21 Apr. 2014. Web. 8 Nov. 2015.

Background: The development and gameplay of Social Clues is explored here, detailing the game’s aims and the effort that went into it.

How I Used It: I used the descriptions of Social Clues to show the benefits storytelling games like it can have on autistic players.  

11. Coren, Michael. “Foldit Gamers Solve Riddle of HIV Enzyme Within 3 Weeks.Scientific American Global RSS. N.p., n.d. Web. 17 Nov. 2015.

Background: Developers released a game online, called Foldit, where players could create models of enzymes. This led to a breakthrough in understanding the protein that reproduces the AIDs virus.

How I Used It: The nonlinear and cooperative aspects of Foldit inspired creative problem-solving in players. These components are inherent in many of the therapeutic autism games, showing the connection games can have on cognitive abilities like problem-solving.

12. Granic, Isabela, Adam Lobel, and Rutger Engels. “Playing Video Games.The Benefits of Playing Videogames (2006): n. pag. 2006. Web. 15 Nov. 2015.

Background: This scholarly article goes to great lengths to explore the many benefits of video games, including cognitive and social.

How I Used It: I described the causal relation between playing certain video games, namely action, and having increased cognitive functioning.

 

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