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Video games are a ubiquitous part of almost all children's and adolescents' lives, with 97% playing for at least one hour per day in the United States. The vast majority of research by psychologists on the effects of "gaming" has been on its negative impact: the potential harm related to violence, addiction, and depression. We recognize the value of that(More)
Embodiment theories emphasize the role played by sensory and motor processes in psychological states, such as social information processing. Motivated by this idea, we examined how whole-body postural behaviors couple to social affective cues, viz., pictures of smiling and angry faces. We adopted a Simon-like paradigm, whereby healthy female volunteers were(More)
Biofeedback games have the potential to make gaming a deeply personal experience by linking the gamespace to each player's physiological state. First, this paper describes the psycho-educational potential of the horror-themed biofeedback game Nevermind. In Nevermind, players' heart rate is continuously read into the game which in turn adapts to the player's(More)
Anxiety disorders are among the most frequently diagnosed mental health problems in children, leading to potentially devastating outcomes on a personal level and high costs for society. Although evidence-based interventions are readily available, their outcomes are often disappointing and variable. In particular, existing interventions are not effective(More)
Adolescent anxiety is debilitating, the most frequently diagnosed adolescent mental health problem, and leads to substantial long-term problems. A randomized controlled trial (n = 138) was conducted to test the effectiveness of a biofeedback video game (Dojo) for adolescents with elevated levels of anxiety. Adolescents (11-15 years old) were randomly(More)
Anxiety disorders are among the most frequently diagnosed mental health problems in children, leading to potentially devastating outcomes on a personal level and high costs for society. Although evidence-based interventions are readily available, their outcomes are often disappointing and variable. In particular, existing interventions are not effective(More)
Healthy emotion regulation is crucial for navigating stressful situations. Interoceptive awareness-the awareness of one's internal states-is important for such healthy regulation. Given the propensity for video games to induce stress, the associations between in-game and real world emotion regulation strategies during duress are worth exploring. We(More)
Video games are a highly heterogeneous form of entertainment. As recent reviews highlight, this heterogeneity makes likely that video games have both positive and negative consequences for child development. This study investigated the associations between gaming frequency and psychosocial health among children younger than 12 years of age, an understudied(More)
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