The Psychological Impact of Video Games
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DSM-IV-JV
Maladaptive behaviour as indicated by at least four of the following:
- as video game playing progressed, became more and more preoccupied with reliving past playing experiences, studying video game playing, planning the next opportunity to play, or thinking of ways to get money to play.
Taken from Fisher (1994).
Categories of video games (adapted from Griffiths, 1993)
Sport Simulations: This type is self-explanatory. These games simulate sports such as golf, ice hockey, athletics etc (e.g. World Wide Soccer 97, NHL Powerplay 97 etc).
Racers: This type could be considered a type of Sport Simulation in that it simulates motor sports like Formula 1 racing (e.g. Human Grand Prix, Speedster, Motoracer etc).
Adventures: This type uses fantasy settings in which the player can escape to other worlds and take on new identities (e.g. Atlantis, Star Trek Generations, Overboard etc).
Puzzlers: This type is self explanatory. These games are brainteasers which often require active thinking (e.g. Tetris, Baku Baku Animal etc).
Weird Games: These games are not weird as such except they do not fit into any other category. They would be better termed miscellaneous (e.g. Sim City 2000, Populous 3 etc).
Platformers: These games involve running and jumping along and onto platforms (e.g. Mario 64, Sonic etc).
Platform blasters: These games are Platformers but also involve blasting everything that comes into sight (Robocop 2, Virtua Cop etc).
Beat Em Ups: These games involve physical violence (punching, kicking etc) (e.g. Street Fighter 3, Tekken 2, Mortal Kombat etc).
Shoot Em Ups: These games involve shooting and killing using various weapons (e.g. Blast Corps, Mech Warrior, Turok: Dinosaur Hunter etc).
Taken from Griffiths (1997b)