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"Students use scientific inquiry by engaging in true-to-life drug related mysteries while learning about the science behind alcohol, tobacco, inhalants and other drugs — all while having fun!"
My Stop Smoking Coach with Allen Carr is designed to help players quit smoking tobacco. This Nintendo DS game is based on the philosophies of Allen Carr and is intended to be an entertaining, challenging, and helpful way to stop smoking.
In a side-scrolling Nintendo console adventure game, players guide experimental surgeon Rex Ronan as he shrinks to near-microscopic size, enters the body of his patient who is dying from tobacco-
Chan, P. A., & Rabinowitz, T. (2006). A cross-sectional analysis of video games and attention deficit hyperactivity disorder symptoms in adolescents. Annals of General Psychiatry, 5, 16.
Charlton, J. P. (2002). A factor-analytic investigation of computer 'addiction' and engagement. British Journal of Psychology, 93(3), 329-344.
Ng, B. D., & Wiemer-Hastings, P. (2005). Addiction to the internet and online gaming. Cyberpsychology and Behavior, 8(2), 110-113.
May, C. A. (1994). Addiction to video and computer games: A case-study. Nervenheilkunde, 13(6), 314-317.
Griffiths, M. D. (1991). Amusement machine playing in childhood and adolescence: A comparative analysis of video games and fruit machines. Journal of Adolescence, 14(1), 53-73.
Bioulac, S., Arfi, L., & Bouvard, M. P. (2008). Attention deficit/hyperactivity disorder and video games: A comparative study of hyperactive and control children. European Psychiatry, 23(2), 134-141.
Markle Foundation (2002). Children and interactive media. New York, NY: Wartella, E. A., Lee, J. H., & Caplovitz, A. G.
Sun, D. L., Ma, N., Bao, M., Chen, X. C., & Zhang, D. R. (2008). Computer games: A double-edged sword? Cyberpsychology and Behavior, 11(5), 545-548.
Bickel, W. K., Marsch, L. A., Buchhalter, A. R., & Badger, G. J. (2008). Computerized behavior therapy for opioid-dependent outpatients: A randomized controlled trial. Experimental and Clinical Psychopharmacology, 16(2), 132-143.
Griffiths, M. D., & Hunt, N. (1998). Dependence on computer games by adolescents. Psychological Reports, 82(2), 475-480.
Hart, G. M., Johnson, B., Stamm, B., Angers, N., Robinson, A., Lally, T., & Fagley, W. H. (2008). Effects of video games on adolescents and adults. Cyberpsychology and Behavior, 12(1), 63-65.
Larsen, J. D., & Kozar, B. (2005). Evaluation of a computer administered alcohol education program for college students. Journal of Alcohol and Drug Education, 49(4), 69-83.
Grusser, S. M., Thalemann, R., & Griffiths, M. D. (2007). Excessive computer game playing: Evidence for addiction and aggression? Cyberpsychology and Behavior, 10(2), 290-292.
Fisher, S. (1994). Identifying video game addiction in children and adolescents. Addictive Behaviors, 19(5), 545-553.
Tejeiro-Salguero, R. A., & Moran, R. M. (2002). Measuring problem video game playing in adolescents. Addiction, 97(12), 1601-1606.
Wang, C. K., Khoo, A., Liu, W. C., & Divaharan, S. (2008). Passion and intrinsic motivation in digital gaming. Cyberpsychology and Behavior, 11(1), 39-45.
Johansson, A., & Gotestam, K. G. (2004). Problems with computer games without monetary reward: Similarity to pathological gambling. Psychological Reports, 95(2), 641-650.
Griffiths, M., & Wood, R. T. (2000). Risk factors in adolescence: The case of gambling, videogame playing, and the internet. Journal of Gambling Studies, 16(39847), 199-225.
Thalemann, R., Wolfling, K., & Grusser, S. M. (2007). Specific cue reactivity on computer game-related cues in excessive gamers. Behavioral Neuroscience, 121(3), 614-618.
Robinson, T. N., Chen, H. L., & Killen, J. D. (1998). Television and music video exposure and risk of adolescent alcohol use. Pediatrics, 102(5), E54.
Allison, S. E., von Wahlde, L., Shockley, T., & Gabbard, G. O. (2006). The development of the self in the era of the internet and role-playing fantasy games. American Journal of Psychiatry, 163(3), 381-385.
Griffiths, M. D., & Dancaster, I. (1995). The effect of type A personality on physiological arousal while playing computer games. Addictive Behaviors, 20(4), 543-548.
Harris, J. (2001). The effects of computer games on young children - a review of the research. RDS Occasional Paper No. 72. London: Home Office (RDS).
Chiu, S. I., Lee, J. Z., & Huang, D. H. (2004). Video game addiction in children and teenagers in Taiwan. Cyberpsychology and Behavior, 7(5), 571-581.
Griffiths, M. (2005). Video games and health. British Medical Journal, 331, 122-123.
Griffiths, M. D. (2008). Videogame addiction: Further thoughts and observations. International Journal of Mental Health and Addiction, 6(2), 182-185.
Bordnick, P. S., Traylor, A. C., Graap, K. M., Copp, H. L., & Brooks, J. (2005). Virtual reality cue reactivity assessment: A case study in a teen smoker. Applied Psychophysiology and Biofeedback, 30(3), 187-193.
Developer of many games including the Brains Rule Games and Sara’s Quest, "NIDA's mission is to lead the Nation in bringing the power of science to bear on drug abuse and addiction."
"In the Fall of 1997, [Rutgers] Communication faculty members Linda Lederman and Lea Stewart worked with Lisa Laitman, Fern Goodhart, and Richard Powell, health educators and substance abuse counse
"Virtually Better is known world-wide as an innovator in the creation of virtual reality environments for the health care industry.
























