Authors:
Ricardo B. Viana Laboratório de Avaliação do Movimento Humano, Faculdade de Educação Física e Dança, Universidade Federal de Goiás, Goiânia, Brazil
Escola Superior de Educação Física e Fisioterapia do Estado de Goiás, Universidade Estadual de Goiás, Goiânia, Brazil

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Rodrigo L. Vancini Centro de Educação Física e Desportos, Universidade Federal do Espírito Santo, Vitória, Brazil

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Wellington F. Silva Laboratório de Avaliação do Movimento Humano, Faculdade de Educação Física e Dança, Universidade Federal de Goiás, Goiânia, Brazil

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Naiane S. Morais Laboratório de Avaliação do Movimento Humano, Faculdade de Educação Física e Dança, Universidade Federal de Goiás, Goiânia, Brazil

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Vinnycius N. de Oliveira Laboratório de Avaliação do Movimento Humano, Faculdade de Educação Física e Dança, Universidade Federal de Goiás, Goiânia, Brazil

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Marília S. Andrade Departamento de Fisiologia, Universidade Federal de São Paulo, São Paulo, Brazil

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Claudio A. B. de Lira Laboratório de Avaliação do Movimento Humano, Faculdade de Educação Física e Dança, Universidade Federal de Goiás, Goiânia, Brazil

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https://orcid.org/0000-0001-5749-6877
Open access

Abstract

Although significant increases in gaming may not always be beneficial, exergames (a new generation of video games also known as exergaming or active video games) appear as an alternative, feasible, attractive, and safe way to perform physical exercise for most clinical and nonclinical populations. Therefore, it is important to recognize that exergames can be considered a useful tool for coping with the COVID-19 outbreak and the recommended social distancing period.

Abstract

Although significant increases in gaming may not always be beneficial, exergames (a new generation of video games also known as exergaming or active video games) appear as an alternative, feasible, attractive, and safe way to perform physical exercise for most clinical and nonclinical populations. Therefore, it is important to recognize that exergames can be considered a useful tool for coping with the COVID-19 outbreak and the recommended social distancing period.

We read with great interest the recent letter to the editor “Problematic online gaming and the COVID-19 pandemic” (King et al., 2020) published in the Journal of Behavioral Addictions. The authors expressed their concern about the increase in online gaming due to stay-at-home mandates and quarantines related to the COVID-19 outbreak. Although significant increases in gaming may not always be beneficial (King, Koster, & Billieux, 2019), we would like to call attention to a specific type of gaming – exergames. Exergames are an interesting way to play a video game while exercising that is both feasible and attractive for most clinical and nonclinical populations (Fung et al., 2010). Therefore, we offer a critical appraisal of the potential usage of exergames as a coping strategy for social isolation in a home-based environment during the COVID-19 outbreak and the recommended social distancing period.

Exergames, a new generation of video games also known as exergaming or active video games, are linked to the idea of integrating ample body movements (e.g., trunk, upper and/or lower limbs) (Staiano & Calvert, 2011; Wiemeyer et al., 2015) with attractive digital games (Rizzo, Lange, Suma, & Bolas, 2011; Wiemeyer et al., 2015). Visual and auditory stimuli are combined with different types of equipment (e.g., balance boards, steeping mats, dance mats, dumbbells, cameras, and other types of sensors and inputs) that allow users to move to play (Baracho, Gripp, & Lima, 2012; Lieberman et al., 2011). Exergames, like traditional video games, can also be played in multiplayer mode, which can contribute to increasing social interaction in a home environment (O’Donovan et al., 2012; Peng & Crouse, 2013). Currently, there are several types of exergames, such as those which simulate traditional aerobic exercises (e.g., walking, running, and cycling) (Graves et al., 2010; Wu, Wu, & Chu, 2015), sports modalities (e.g., basketball, bowling, tennis, table tennis, baseball, swimming, ping-pong, volleyball, beach volleyball, and boxing), dancing (Neves et al., 2015; Unnithan, Houser, & Fernhall, 2006; Viana et al., 2017), and weight-bearing exercises (Moreira, Rodacki, Costa, Pitta, & Bento, 2020; Viana et al., 2018; Viana, Gentil, Andrade, Vancini, & de Lira, 2019). Consoles that enable this experience are Sony’s PlayStation Move®, Microsoft’s Xbox Kinect® and Nintendo’s Wii® (Viana et al., 2020; Wiemeyer et al., 2015).

Compared to online gaming, exergames appear more advantageous because they induce acute and chronic beneficial physiological and psychological changes that are not typically found following traditional forms of sedentary video gaming. Most studies involving exergames have investigated their effects on behavioral, cognitive, psychological and physical outcomes (Benzing & Schmidt, 2018; Viana et al., 2020). There is evidence that exergame interventions are able to improve physical activity levels (Fogel, Miltenberger, Graves, & Koehler, 2010), the performance of daily activities (Neumann, Meidert, Barberà-Guillem, Poveda-Puente, & Becker, 2018; Zangirolami-Raimundo et al., 2019), muscle strength in older adults (Htut, Hiengkaew, Jalayondeja, & Vongsirinavarat, 2018), heart rate (Graves et al., 2010; Neves et al., 2015; Rodrigues et al., 2015; Viana et al., 2017, 2018), oxygen consumption (Graves et al., 2010; Rodrigues et al., 2015; Viana et al., 2018), and energy expenditure in various populations (Graves et al., 2010; Rodrigues et al., 2015; Viana et al., 2018; Wu et al., 2015), improvements in body composition in children (Staiano, Abraham, & Calvert, 2013), postural balance (Jorgensen, Laessoe, Hendriksen, Nielsen, & Aagaard, 2013), cognitive function in older adults (Maillot, Perrot, & Hartley, 2012), and anxiety disorders in different populations (Viana & de Lira, 2020; Viana et al., 2017). Therefore, although access to exergames may be more limited than access to traditional video games, the benefits of this type of video games must be taken into account during the COVID-19 outbreak due to its strong motivational ability. Exergames are great in increasing motivation for exercise (Peng & Crouse, 2013), and physical exercise plays an important role in coping with the detrimental effects on health imposed by social isolation and lockdown, such as a decrease in physical activity levels and an increase in sedentary behavior.

In summary, while we applaud the manuscript by King, Delfabbro, Billieux, and Potenza (2020), it is also important to recognize that exergames can be considered a useful tool for coping with the negative consequences imposed by the COVID-19 outbreak and self-isolation period.

Funding sources

This study was funded by Fundação de Amparo à Pesquisa do Estado de Goiás-FAPEG/Brazil (grant no. 201210267001056) and by Conselho Nacional de Desenvolvimento Científico e Tecnológico-CNPq/Brazil (grant no. 405096/2016-0).

Authors’ contribution

Author RBV wrote the first draft of the letter and all authors contributed to and have approved the final manuscript.

Conflict of interest

The authors report no financial or other relationship relevant to the subject of this article.

References

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    • Crossref
    • Search Google Scholar
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    • Crossref
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    • Export Citation
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    • Crossref
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    • Export Citation
  • Fung, V., So, K., Park, E., Ho, A., Shaffer, J., Chan, E., et al. (2010). The utility of a video game system in rehabilitation of burn and nonburn patients: A survey among occupational therapy and physiotherapy practitioners. Journal of Burn Care and Research, 31(5), 768775.

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  • King, D., Koster, E., & Billieux, J. (2019). Study what makes games addictive. Nature, 573(7774), 346–346.

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    • Crossref
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    • Search Google Scholar
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    • Crossref
    • Search Google Scholar
    • Export Citation
  • Rizzo, A. A., Lange, B., Suma, E. A., & Bolas, M. (2011). Virtual reality and interactive digital game technology: New tools to address obesity and diabetes. Journal of Diabetes Science and Technology, 5(2), 256264.

    • Crossref
    • Search Google Scholar
    • Export Citation
  • Rodrigues, G. A. A., Felipe, D. D. S., Silva, E., De Freitas, W. Z., Higino, W. P., Da Silva, F. F., et al. (2015). Acute cardiovascular responses while playing virtual games simulated by Nintendo Wii®. Journal of Physical Therapy Science, 27(9), 28492851.

    • Crossref
    • Search Google Scholar
    • Export Citation
  • Staiano, A. E., Abraham, A. A., & Calvert, S. L. (2013). Adolescent exergame play for weight loss and psychosocial improvement: A controlled physical activity intervention. Obesity, 21(3), 598601.

    • Crossref
    • Search Google Scholar
    • Export Citation
  • Staiano, A. E., & Calvert, S. L. (2011). Wii tennis play for low-income african american adolescents’ energy expenditure. Cyberpsychology, 5(1), 4.

    • Search Google Scholar
    • Export Citation
  • Unnithan, V., Houser, W., & Fernhall, B. (2006). Evaluation of the energy cost of playing a dance simulation video game in overweight and non-overweight children and adolescents. International Journal of Sports Medicine, 27(10), 804809.

    • Crossref
    • Search Google Scholar
    • Export Citation
  • Viana, R. B., Alves, C. L., Vieira, C. A., Vancini, R. L., Campos, M. H., Gentil, P., et al. (2017). Anxiolytic effects of a single session of the exergame Zumba® Fitness on healthy young women. Games for Health Journal, 6(6), 365370.

    • Crossref
    • Search Google Scholar
    • Export Citation
  • Viana, R. B., Dankel, S. J., Loenneke, J. P., Gentil, P., Vieira, C. A., Andrade, M. dos S., et al. (2020). The effects of exergames on anxiety levels: A systematic review and meta‐analysis. Scandinavian Journal of Medicine & Science in Sports, sms.13654.

    • Crossref
    • Search Google Scholar
    • Export Citation
  • Viana, R. B., & de Lira, C. A. B. (2020). Exergames as coping strategies for anxiety disorders during the COVID-19 quarantine period. Games for Health Journal, 9(3), 147149.

    • Crossref
    • Search Google Scholar
    • Export Citation
  • Viana, R. B., Gentil, P., Andrade, M. S., Vancini, R. L., & de Lira, C. A. B. (2019). Is the energy expenditure provided by exergames valid? International Journal of Sports Medicine, 40(09), 563568.

    • Crossref
    • Search Google Scholar
    • Export Citation
  • Viana, R. B., Vancini, R. L., Vieira, C. A., Gentil, P., Campos, M. H., Andrade, M. S., et al. (2018). Profiling exercise intensity during the exergame Hollywood Workout on XBOX 360 Kinect®. PeerJ, 6, e5574.

    • Crossref
    • Search Google Scholar
    • Export Citation
  • Wiemeyer, J., Deutsch, J., Malone, L. A., Rowland, J. L., Swartz, M. C., Xiong, J., et al. (2015). Recommendations for the optimal design of exergame interventions for persons with disabilities: Challenges, best practices, and future research. Games for Health Journal, 4(1), 5862.

    • Crossref
    • Search Google Scholar
    • Export Citation
  • Wu, P. T., Wu, W. L., & Chu, I. H. (2015). Energy expenditure and intensity in healthy young adults during exergaming. American Journal of Health Behavior, 39(4), 557561.

    • Crossref
    • Search Google Scholar
    • Export Citation
  • Zangirolami-Raimundo, J., Raimundo, R. D., da Silva, T. D., de Andrade, P. E., Benetti, F. A., da Silva Paiva, L., et al. (2019). Contrasting performance between physically active and sedentary older people playing exergames. Medicine, 98(5), e14213.

    • Crossref
    • Search Google Scholar
    • Export Citation
  • Baracho, A. F. D. O., Gripp, F. J., & Lima, M. R. De. (2012). Exergames and the school physical education in the digital culture. Revista Brasileira de Ciências Do Esporte, 34(1), 111126.

    • Crossref
    • Search Google Scholar
    • Export Citation
  • Benzing, V., & Schmidt, M. (2018). Exergaming for children and adolescents: Strengths, weaknesses, opportunities and threats. Journal of Clinical Medicine, 7(11), 422.

    • Crossref
    • Search Google Scholar
    • Export Citation
  • Fogel, V. A., Miltenberger, R. G., Graves, R., & Koehler, S. (2010). The effects of exergaming on physical activity among inactive children in a physical education classroom. Journal of Applied Behavior Analysis, 43(4), 591600.

    • Crossref
    • Search Google Scholar
    • Export Citation
  • Fung, V., So, K., Park, E., Ho, A., Shaffer, J., Chan, E., et al. (2010). The utility of a video game system in rehabilitation of burn and nonburn patients: A survey among occupational therapy and physiotherapy practitioners. Journal of Burn Care and Research, 31(5), 768775.

    • Crossref
    • Search Google Scholar
    • Export Citation
  • Graves, L. E., Ridgers, N. D., Williams, K., Stratton, G., Atkinson, G., & Cable, N. T. (2010). The physiological cost and enjoyment of Wii Fit in adolescents, young adults, and older adults. Journal of Physical Activity and Health, 7(3), 393401.

    • Crossref
    • Search Google Scholar
    • Export Citation
  • Htut, T. Z. C., Hiengkaew, V., Jalayondeja, C., & Vongsirinavarat, M. (2018). Effects of physical, virtual reality-based, and brain exercise on physical, cognition, and preference in older persons: A randomized controlled trial. European Review of Aging and Physical Activity, 15(1), 10.

    • Crossref
    • Search Google Scholar
    • Export Citation
  • Jorgensen, M. G., Laessoe, U., Hendriksen, C., Nielsen, O. B. F., & Aagaard, P. (2013). Efficacy of Nintendo Wii training on mechanical leg muscle function and postural balance in community-dwelling older adults: A randomized controlled trial. The Journals of Gerontology Series A: Biological Sciences and Medical Sciences, 68(7), 845852.

    • Crossref
    • Search Google Scholar
    • Export Citation
  • King, D. L., Delfabbro, P. H., Billieux, J., & Potenza, M. N. (2020). Problematic online gaming and the COVID-19 pandemic. Journal of Behavioral Addictions, 9(2), 184186.

    • Crossref
    • Search Google Scholar
    • Export Citation
  • King, D., Koster, E., & Billieux, J. (2019). Study what makes games addictive. Nature, 573(7774), 346–346.

  • Lieberman, D. A., Chamberlin, B., Medina, E., Franklin, B. A., Sanner, B. M., Vafiadis, D. K., et al.. (2011). The power of play: Innovations in getting active summit 2011. Circulation, 123(21), 25072516.

    • Crossref
    • Search Google Scholar
    • Export Citation
  • Maillot, P., Perrot, A., & Hartley, A. (2012). Effects of interactive physical-activity video-game training on physical and cognitive function in older adults. Psychology and Aging, 27(3), 589600.

    • Crossref
    • Search Google Scholar
    • Export Citation
  • Moreira, N. B., Rodacki, A. L. F., Costa, S. N., Pitta, A., & Bento, P. C. B. (2020). Perceptive–cognitive and physical function in prefrail older adults: Exergaming versus traditional multicomponent training. Rejuvenation Research, rej.2020.2302, 17.

    • Search Google Scholar
    • Export Citation
  • Neumann, S., Meidert, U., Barberà-Guillem, R., Poveda-Puente, R., & Becker, H. (2018). Effects of an exergame software for older adults on fitness, activities of daily living performance, and quality of life. Games for Health Journal, 7(5), 341346.

    • Crossref
    • Search Google Scholar
    • Export Citation
  • Neves, L. E. D. S., Cerávolo, M. P. D. S., Silva, E., De Freitas, W. Z., Da Silva, F. F., Higino, W. P., et al. (2015). Cardiovascular effects of Zumba® performed in a virtual environment using XBOX Kinect. Journal of Physical Therapy Science, 27(9), 28632865.

    • Crossref
    • Search Google Scholar
    • Export Citation
  • O’Donovan, C., Hirsch, E., Holohan, E., McBride, I., McManus, R., & Hussey, J. (2012). Energy expended playing Xbox KinectTM and WiiTM games: A preliminary study comparing single and multiplayer modes. Physiotherapy, 98(3), 224229.

    • Crossref
    • Search Google Scholar
    • Export Citation
  • Peng, W., & Crouse, J. (2013). Playing in parallel: The effects of multiplayer modes in active video game on motivation and physical exertion. Cyberpsychology, Behavior, and Social Networking, 16(6), 423427.

    • Crossref
    • Search Google Scholar
    • Export Citation
  • Rizzo, A. A., Lange, B., Suma, E. A., & Bolas, M. (2011). Virtual reality and interactive digital game technology: New tools to address obesity and diabetes. Journal of Diabetes Science and Technology, 5(2), 256264.

    • Crossref
    • Search Google Scholar
    • Export Citation
  • Rodrigues, G. A. A., Felipe, D. D. S., Silva, E., De Freitas, W. Z., Higino, W. P., Da Silva, F. F., et al. (2015). Acute cardiovascular responses while playing virtual games simulated by Nintendo Wii®. Journal of Physical Therapy Science, 27(9), 28492851.

    • Crossref
    • Search Google Scholar
    • Export Citation
  • Staiano, A. E., Abraham, A. A., & Calvert, S. L. (2013). Adolescent exergame play for weight loss and psychosocial improvement: A controlled physical activity intervention. Obesity, 21(3), 598601.

    • Crossref
    • Search Google Scholar
    • Export Citation
  • Staiano, A. E., & Calvert, S. L. (2011). Wii tennis play for low-income african american adolescents’ energy expenditure. Cyberpsychology, 5(1), 4.

    • Search Google Scholar
    • Export Citation
  • Unnithan, V., Houser, W., & Fernhall, B. (2006). Evaluation of the energy cost of playing a dance simulation video game in overweight and non-overweight children and adolescents. International Journal of Sports Medicine, 27(10), 804809.

    • Crossref
    • Search Google Scholar
    • Export Citation
  • Viana, R. B., Alves, C. L., Vieira, C. A., Vancini, R. L., Campos, M. H., Gentil, P., et al. (2017). Anxiolytic effects of a single session of the exergame Zumba® Fitness on healthy young women. Games for Health Journal, 6(6), 365370.

    • Crossref
    • Search Google Scholar
    • Export Citation
  • Viana, R. B., Dankel, S. J., Loenneke, J. P., Gentil, P., Vieira, C. A., Andrade, M. dos S., et al. (2020). The effects of exergames on anxiety levels: A systematic review and meta‐analysis. Scandinavian Journal of Medicine & Science in Sports, sms.13654.

    • Crossref
    • Search Google Scholar
    • Export Citation
  • Viana, R. B., & de Lira, C. A. B. (2020). Exergames as coping strategies for anxiety disorders during the COVID-19 quarantine period. Games for Health Journal, 9(3), 147149.

    • Crossref
    • Search Google Scholar
    • Export Citation
  • Viana, R. B., Gentil, P., Andrade, M. S., Vancini, R. L., & de Lira, C. A. B. (2019). Is the energy expenditure provided by exergames valid? International Journal of Sports Medicine, 40(09), 563568.

    • Crossref
    • Search Google Scholar
    • Export Citation
  • Viana, R. B., Vancini, R. L., Vieira, C. A., Gentil, P., Campos, M. H., Andrade, M. S., et al. (2018). Profiling exercise intensity during the exergame Hollywood Workout on XBOX 360 Kinect®. PeerJ, 6, e5574.

    • Crossref
    • Search Google Scholar
    • Export Citation
  • Wiemeyer, J., Deutsch, J., Malone, L. A., Rowland, J. L., Swartz, M. C., Xiong, J., et al. (2015). Recommendations for the optimal design of exergame interventions for persons with disabilities: Challenges, best practices, and future research. Games for Health Journal, 4(1), 5862.

    • Crossref
    • Search Google Scholar
    • Export Citation
  • Wu, P. T., Wu, W. L., & Chu, I. H. (2015). Energy expenditure and intensity in healthy young adults during exergaming. American Journal of Health Behavior, 39(4), 557561.

    • Crossref
    • Search Google Scholar
    • Export Citation
  • Zangirolami-Raimundo, J., Raimundo, R. D., da Silva, T. D., de Andrade, P. E., Benetti, F. A., da Silva Paiva, L., et al. (2019). Contrasting performance between physically active and sedentary older people playing exergames. Medicine, 98(5), e14213.

    • Crossref
    • Search Google Scholar
    • Export Citation
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Dr. Zsolt Demetrovics
Institute of Psychology, ELTE Eötvös Loránd University
Address: Izabella u. 46. H-1064 Budapest, Hungary
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Journal of Behavioral Addictions
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Journal of Behavioral Addictions
Language English
Size A4
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2011
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per Year
1
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Founder Eötvös Loránd Tudományegyetem
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ISSN 2062-5871 (Print)
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Editor(s)-in-Chief: Zsolt DEMETROVICS

Assistant Editor(s): Csilla ÁGOSTON

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  • Stephanie ANTONS (Universitat Duisburg-Essen, Germany)
  • Joel BILLIEUX (University of Lausanne, Switzerland)
  • Beáta BŐTHE (University of Montreal, Canada)
  • Matthias BRAND (University of Duisburg-Essen, Germany)
  • Ruth J. van HOLST (Amsterdam UMC, The Netherlands)
  • Daniel KING (Flinders University, Australia)
  • Gyöngyi KÖKÖNYEI (ELTE Eötvös Loránd University, Hungary)
  • Ludwig KRAUS (IFT Institute for Therapy Research, Germany)
  • Marc N. POTENZA (Yale University, USA)
  • Hans-Jurgen RUMPF (University of Lübeck, Germany)

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  • Sophia ACHAB (Faculty of Medicine, University of Geneva, Switzerland)
  • Alex BALDACCHINO (St Andrews University, United Kingdom)
  • Judit BALÁZS (ELTE Eötvös Loránd University, Hungary)
  • Maria BELLRINGER (Auckland University of Technology, Auckland, New Zealand)
  • Henrietta BOWDEN-JONES (Imperial College, United Kingdom)
  • Damien BREVERS (University of Luxembourg, Luxembourg)
  • Wim VAN DEN BRINK (University of Amsterdam, The Netherlands)
  • Julius BURKAUSKAS (Lithuanian University of Health Sciences, Lithuania)
  • Gerhard BÜHRINGER (Technische Universität Dresden, Germany)
  • Silvia CASALE (University of Florence, Florence, Italy)
  • Luke CLARK (University of British Columbia, Vancouver, B.C., Canada)
  • Jeffrey L. DEREVENSKY (McGill University, Canada)
  • Geert DOM (University of Antwerp, Belgium)
  • Nicki DOWLING (Deakin University, Geelong, Australia)
  • Hamed EKHTIARI (University of Minnesota, United States)
  • Jon ELHAI (University of Toledo, Toledo, Ohio, USA)
  • Ana ESTEVEZ (University of Deusto, Spain)
  • Fernando FERNANDEZ-ARANDA (Bellvitge University Hospital, Barcelona, Spain)
  • Naomi FINEBERG (University of Hertfordshire, United Kingdom)
  • Sally GAINSBURY (The University of Sydney, Camperdown, NSW, Australia)
  • Belle GAVRIEL-FRIED (The Bob Shapell School of Social Work, Tel Aviv University, Israel)
  • Biljana GJONESKA (Macedonian Academy of Sciences and Arts, Republic of North Macedonia)
  • Marie GRALL-BRONNEC (University Hospital of Nantes, France)
  • Jon E. GRANT (University of Minnesota, USA)
  • Mark GRIFFITHS (Nottingham Trent University, United Kingdom)
  • Joshua GRUBBS (University of New Mexico, Albuquerque, NM, USA)
  • Anneke GOUDRIAAN (University of Amsterdam, The Netherlands)
  • Susumu HIGUCHI (National Hospital Organization Kurihama Medical and Addiction Center, Japan)
  • David HODGINS (University of Calgary, Canada)
  • Eric HOLLANDER (Albert Einstein College of Medicine, USA)
  • Zsolt HORVÁTH (Eötvös Loránd University, Hungary)
  • Susana JIMÉNEZ-MURCIA (Clinical Psychology Unit, Bellvitge University Hospital, Barcelona, Spain)
  • Yasser KHAZAAL (Geneva University Hospital, Switzerland)
  • Orsolya KIRÁLY (Eötvös Loránd University, Hungary)
  • Chih-Hung KO (Faculty of Medicine, College of Medicine, Kaohsiung Medical University, Taiwan)
  • Shane KRAUS (University of Nevada, Las Vegas, NV, USA)
  • Hae Kook LEE (The Catholic University of Korea, Republic of Korea)
  • Bernadette KUN (Eötvös Loránd University, Hungary)
  • Katerina LUKAVSKA (Charles University, Prague, Czech Republic)
  • Giovanni MARTINOTTI (‘Gabriele d’Annunzio’ University of Chieti-Pescara, Italy)
  • Gemma MESTRE-BACH (Universidad Internacional de la Rioja, La Rioja, Spain)
  • Astrid MÜLLER (Hannover Medical School, Germany)
  • Daniel Thor OLASON (University of Iceland, Iceland)
  • Ståle PALLESEN (University of Bergen, Norway)
  • Afarin RAHIMI-MOVAGHAR (Teheran University of Medical Sciences, Iran)
  • József RÁCZ (Hungarian Academy of Sciences, Hungary)
  • Michael SCHAUB (University of Zurich, Switzerland)
  • Marcantanio M. SPADA (London South Bank University, United Kingdom)
  • Daniel SPRITZER (Study Group on Technological Addictions, Brazil)
  • Dan J. STEIN (University of Cape Town, South Africa)
  • Sherry H. STEWART (Dalhousie University, Canada)
  • Attila SZABÓ (Eötvös Loránd University, Hungary)
  • Hermano TAVARES (Instituto de Psiquiatria do Hospital das Clínicas da Faculdade de Medicina, Universidade de São Paulo, São Paulo, Brazil)
  • Alexander E. VOISKOUNSKY (Moscow State University, Russia)
  • Aviv M. WEINSTEIN (Ariel University, Israel)
  • Anise WU (University of Macau, Macao, China)

 

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