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Average video gamer is playing with problems

Science - Health



Weaver, the leader of the CDC study, added, “Internet community support and time spent online distinguished adult video-game players from nonplayers, a finding consistent with prior research pointing to the willingness of adult video-game enthusiasts to sacrifice real-world social activities to play video games."

And, "The data illustrate the need for further research among adults to clarify how to use digital opportunities more effectively to promote health and prevent disease.”

A commentary was also written about the AJPM paper. It is entitled “Video Games: Play or ‘Playlike Activity’?”

The commentary, also written in the October 2009 issue of AJPM, was written byDr. Brian A Primack, an assistant professor of medicine and pediatrics from the School of Medicine at the University of Pittsburgh.

A portion of his comments includes: "There are noteworthy differences between the oldest forms of play (e.g., chase games) and today's 'playlike activities.' These playlike activities may stimulate the right centers of the brain to be engaging ...."

And, "However, the differences between today's 'playlike activities' and original forms of play may illuminate some of the observed health-related correlates discovered by Weaver, et al."