1. Ministry of Culture and Tourism, Korea Game Development & Promotion Institute. White paper on Korean Games. 2003.
3. Gentile DA, Gentile JR. Violent video games as exemplary teachers: a conceptual analysis. J Youth Adolesc. 2008. 37:127–141.
Article
5. Anderson CA, Bushman BJ. Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: a meta-analytic review of the scientific literature. Psychol Sci. 2001. 12:353–359.
Article
6. Anderson CA, Dill KE. Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. J Pers Soc Psychol. 2000. 78:772–790.
Article
7. Ahn EK, Yoon HY, Kwon JH. The effect of violent online games and aggressive personality traits on aggressive behavior. Korean J Clin Psychol. 2008. 27:355–371.
Article
8. Underwood MK, Coie JD, Herbsman CR. Display rules for anger and aggression in school-age children. Child Dev. 1992. 63:366–380.
Article
9. Zhang Q, Loeber R, Stouthamer-Loeber M. Developmental trends of delinquent attitudes and behaviors: Replications and synthesis across domains, time, and samples. J Quant Criminol. 1997. 13:181–215.
Article
10. Kim JH. Effects of violent PC-games and aggressive personality on aggressive behavior and aggressive intention. Korean J Psychol Soc Issues. 2005. 11:45–66.
11. Williams RB, Clippinger CA. Aggression, competition and computer games: computer and human opponents. Comput Human Behav. 2002. 18:495–506.
Article
12. Fischer P, Greitemeyer T, Kastenmüller A, Vogrincic C, Sauer A. The effects of risk-glorifying media exposure on risk-positive cognitions, emotions, and behaviors: a meta-analytic review. Psychol Bull. 2011. 137:367–390.
Article
13. Fischer P, Greitemeyer T, Morton T, Kastenmüller A, Postmes T, Frey D, et al. The racing-game effect: why do video racing games increase risk-taking inclinations? Pers Soc Psychol Bull. 2009. 35:1395–1409.
Article
14. Davidson RJ, Putnam KM, Larson CL. Dysfunction in the neural circuitry of emotion regulation--a possible prelude to violence. Science. 2000. 289:591–594.
Article
15. Sterzer P, Stadler C, Krebs A, Kleinschmidt A, Poustka F. Reduced anterior cingulated activity in adolescents with antisocial conduct disorder confronted with affective pictures. NeuroImage. 2003. 19:Suppl 1. 123.
16. Bush G, Luu P, Posner MI. Cognitive and emotional influences in anterior cingulate cortex. Trends Cogn Sci. 2000. 4:215–222.
Article
17. Pietrini P, Guazzelli M, Basso G, Jaffe K, Grafman J. Neural correlates of imaginal aggressive behavior assessed by positron emission tomography in healthy subjects. Am J Psychiatry. 2000. 157:1772–1781.
Article
18. Weber R, Ritterfeld U, Mathiak K. Does playing violent video games induce aggression? Empirical evidence of a functional magnetic resonance imaging study. Media Psychol. 2006. 8:39–60.
Article
19. Siegal M, Varley R. Neural systems involved in "theory of mind". Nat Rev Neurosci. 2002. 3:463–471.
Article
20. Mathiak K, Weber R. Toward brain correlates of natural behavior: fMRI during violent video games. Hum Brain Mapp. 2006. 27:948–956.
Article
21. Mathews VP, Kronenberger WG, Wang Y, Lurito JT, Lowe MJ, Dunn DW. Media violence exposure and frontal lobe activation measured by functional magnetic resonance imaging in aggressive and nonaggressive adolescents. J Comput Assist Tomogr. 2005. 29:287–292.
Article
22. Raine A, Meloy JR, Bihrle S, Stoddard J, LaCasse L, Buchsbaum MS. Reduced prefrontal and increased subcortical brain functioning assessed using positron emission tomography in predatory and affective murderers. Behav Sci Law. 1998. 16:319–332.
Article
23. Montag C, Weber B, Trautner P, Newport B, Markett S, Walter NT, et al. Does excessive play of violent first-person-shooter-video-games dampen brain activity in response to emotional stimuli? Biol Psychol. 2012. 89:107–111.
Article
24. Levy BJ, Anderson MC. Individual differences in the suppression of unwanted memories: the executive deficit hypothesis. Acta Psychol (Amst). 2008. 127:623–635.
Article
25. Hooker CI, Gyurak A, Verosky SC, Miyakawa A, Ayduk O. Neural activity to a partner's facial expression predicts self-regulation after conflict. Biol Psychiatry. 2010. 67:406–413.
Article
26. Lieberman MD, Eisenberger NI, Crockett MJ, Tom SM, Pfeifer JH, Way BM. Putting feelings into words: affect labeling disrupts amygdala activity in response to affective stimuli. Psychol Sci. 2007. 18:421–428.
27. Kutner L, Olson C. Grand theft childhood: the surprising truth about violent video games and what parents can do. 2008. New York: Simon & Schuster.
28. Ferguson CJ. Evidence for publication bias in video game violence effects literature: a meta-analytic review. Aggress Violent Behav. 2007. 12:470–482.
Article
29. Ferguson CJ, Kilburn J. The public health risks of media violence: a meta-analytic review. J Pediatr. 2009. 154:759–763.
Article
30. Bensley L, Van Eenwyk J. Video games and real-life aggression: review of the literature. J Adolesc Health. 2001. 29:244–257.
Article
31. Dahl G, DellaVigna S. Does movie violence increase violent crime? Q J Econ. 2009. 124:677–734.
Article
32. Ward MR. Video games and crime. Contemp Econ Policy. 2011. 29:261–273.
Article
33. Cunningham S, Engelstätter B, Ward MR. No.11-042. Understanding the effects of violent video games on violent crime. ZEW - Centre for European Economic Research Discussion Paper [serial online]. 2011. Available from
htte://ftp.zew.de/pub/zew-docs/dp/dp11042.pdf.
34. Bavelier D, Green CS, Han DH, Renshaw PF, Merzenich MM, Gentile DA. Brains on video games. Nat Rev Neurosci. 2011. 12:763–768.
Article
35. Green CS, Bavelier D. Action video game modifies visual selective attention. Nature. 2003. 423:534–537.
Article
36. Green CS, Pouget A, Bavelier D. Improved probabilistic inference as a general learning mechanism with action video games. Curr Biol. 2010. 20:1573–1579.
Article
37. Han DH, Renshaw PF. Bupropion in the treatment of problematic online game play in patients with major depressive disorder. J Psychopharmacol. 2012. 26:689–696.
Article
38. Mathers M, Canterford L, Olds T, Hesketh K, Ridley K, Wake M. Electronic media use and adolescent health and well-being: crosssectional community study. Acad Pediatr. 2009. 9:307–314.
Article
39. Gentile D. Pathological video-game use among youth ages 8 to 18: a national study. Psychol Sci. 2009. 20:594–602.
Article
40. Regenbogen C, Herrmann M, Fehr T. The neural processing of voluntary completed, real and virtual violent and nonviolent computer game scenarios displaying predefined actions in gamers and nongamers. Soc Neurosci. 2010. 5:221–240.
Article
41. Boot WR, Kramer AF, Simons DJ, Fabiani M, Gratton G. The effects of video game playing on attention, memory, and executive control. Acta Psychol (Amst). 2008. 129:387–398.
Article
42. Flammer A, Schaffner B. Adolescent leisure across European nations. New Dir Child Adolesc Dev. 2003. 65–77.
Article
43. Olson CK, Kutner LA, Warner DE, Almerigi JB, Baer L, Nicholi AM 2nd, et al. Factors correlated with violent video game use by adolescent boys and girls. J Adolesc Health. 2007. 41:77–83.
Article
44. Olson CK, Kutner LA, Warner DE. The role of violent video game content in adolescent development: Boys' perspectives. J Adolesc Res. 2008. 23:55–75.
45. Funk JB, Chan M, Brouwer J, Curtiss K. A biopsychosocial analysis of the video game-playing experience of children and adults in the United States. Simile. 2006. 6:1–15.
Article
46. Buckley KE, Anderson CA. Vorderer P, Bryant J, editors. A Theoretical Model of the Effects and Consequences of Playing Video Games. Playing Video Games-Motives, Responses, and Consequences. 2006. Mahwah, NJ: LEA;363–378.
47. Greitemeyer T, Osswald S, Brauer M. Playing prosocial video games increases empathy and decreases schadenfreude. Emotion. 2010. 10:796–802.
Article
48. Greitemeyer T, Osswald S. Effects of prosocial video games on prosocial behavior. J Pers Soc Psychol. 2010. 98:211–221.
Article
49. Greitemeyer T, Osswald S. Prosocial video games reduce aggressive cognitions. J Exp Soc Psychol. 2009. 45:896–900.
Article
50. Gentile DA, Anderson CA, Yukawa S, Ihori N, Saleem M, Ming LK, et al. The effects of prosocial video games on prosocial behaviors: international evidence from correlational, longitudinal, and experimental studies. Pers Soc Psychol Bull. 2009. 35:752–763.
Article
51. Saleem M, Anderson CA, Gentile DA. Effects of Prosocial, Neutral, and Violent Video Games on College Students' Affect. Aggress Behav. 2012. [Epub ahead of print].
Article
52. Griffiths M. Video games and health: video gaming is safe for most players and can be useful in health care. BMJ. 2005. 331:122–123.
53. Redd WH, Jacobsen PB, Die-Trill M, Dermatis H, McEvoy M, Holland JC. Cognitive/attentional distraction in the control of conditioned nausea in pediatric cancer patients receiving chemotherapy. J Consult Clin Psychol. 1987. 55:391–395.
Article
54. Vasterling J, Jenkins RA, Tope DM, Burish TG. Cognitive distraction and relaxation training for the control of side effects due to cancer chemotherapy. J Behav Med. 1993. 16:65–80.
Article
55. Hoffman HG, Patterson DR, Seibel E, Soltani M, Jewett-Leahy L, Sharar SR. Virtual reality pain control during burn wound debridement in the hydrotank. Clin J Pain. 2008. 24:299–304.
Article
56. Kato PM, Cole SW, Bradlyn AS, Pollock BH. A video game improves behavioral outcomes in adolescents and young adults with cancer: a randomized trial. Pediatrics. 2008. 122:e305–e317.
Article
57. O'Connor TJ, Cooper RA, Fitzgerald SG, Dvorznak MJ, Boninger ML, VanSickle DP, et al. Evaluation of a manual wheelchair interface to computer games. Neurorehabil Neural Repair. 2000. 14:21–31.
58. Adriaenssens P, Eggermont E, Pyck K, Boeckx W, Gilles B. The video invasion of rehabilitation. Burns Incl Therm Inj. 1988. 14:417–419.
Article
59. Laver K, George S, Thomas S, Deutsch JE, Crotty M. Cochrane review: virtual reality for stroke rehabilitation. Eur J Phys Rehabil Med. 2012. 48:523–530.
60. Padala KP, Padala PR, Burke WJ. Wii-Fit as an adjunct for mild cognitive impairment: clinical perspectives. J Am Geriatr Soc. 2011. 59:932–933.
Article