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Danielle Dowdell

ENC1102
Professor McGriff
February 9, 2020

Annotated Bibliography

Chananie, Jonathan. "Violent videogames, crime, and the law: looking for proof of a causal

connection." Developments in Mental Health Law, Jan. 2007, p. 27+. Gale Academic

OneFile, https://link-gale

com.db23.linccweb.org/apps/doc/A214398119/AONE?u=lincclin_sjrcc&sid=AONE&xi

d=fe18eeaa. Accessed 10 Feb. 2020.

This article, as said by the title, discusses the correlation between videogame violence and real-

life crime instances. In this source, many cases of criminals who were inspired by videogames to

commit their crimes are featured. One of the most famous ones being the Columbine shooters,

who were hugely inspired by the violent first-person shooter videogame, Doom. Another case of

a young man who gets indicted for stealing a car with no previous record, grabs an officers

weapon, shoots him in the head, then shoots another officer dead, along with an emergency

dispatcher before fleeing in a police cruiser is almost identical to a scenario in Grand Theft Auto,

which the young man was obsessed with. Other than real crimes, studies performed by colleges

are mentioned, where they analyze aggressive behavior coming from similarly aggressive

videogames.
The author of this article is Jonathan Chananie, an Assistant District Attorney in New York.

There is no bias shown in this article. Chananie includes proficient studies and cases in addition

to a very contrasting viewpoint by psychologist Jeffrey Goldstein, a critic of linking videogames

with crime.

This article sufficiently compliments my topic by providing more cases than what I

previously knew existed concerning videogames and real violence. The evidence in this

particular source goes in depth about violent gaming history with facts and oppositions, which

makes it a suitable source of information.

Golding, Dan. "MARKET MINESWEEPER: SURVIVING IN THE VIDEOGAMES

INDUSTRY." Metro Magazine, no. 202, 2019, p. 127. Gale Academic OneFile,

https://link-gale-

com.db23.linccweb.org/apps/doc/A607580346/AONE?u=lincclin_sjrcc&sid=AONE&xi

d=ff043ead. Accessed 23 Feb. 2020.

This article is written by Dan Golding, former director of Freeplay Independent Games

Festival, and currently a senior lecturer at Swinburg University of Technology under media and

communications. Golding focuses on the trajectory of videogame software as well as achieving

success in the game development industry from specific Australian examples that can also be

applied broadly.

Although Golding’s former position in the videogame industry would suggest bias, I find that

it only provides further insight that someone who may lack experience would not be able to
contribute. He uses specific statistics of highly successful videogame companies, as well as some

that reached notoriety, but were then sold to bigger companies, resulting in the rise and fall of

company accomplishments in the gaming industry.

This source relates to the pure financial and economic factors of the videogame industry and

includes the struggles many companies have gone through in attempt to reach success. This

article serves as a very abstracting concept compared to my other articles and their main ideas.

Although the standpoint is enlightening, I doubt it would help strengthen my paper unless I use

more sources with similar viewpoints.

Levermore, Monique A. "Violent media and videogames, and their role in creating violent

youth." The Forensic Examiner, Fall 2004, p. 38+. Gale Academic OneFile, https://link-

gale-

com.db23.linccweb.org/apps/doc/A121075062/AONE?u=lincclin_sjrcc&sid=AONE&xi

d=942a6db7. Accessed 16 Feb. 2020.

This article discusses theories that could possibly be used to explain a root of violent

individuals and strongly recommends efforts that should be done to prevent negative outcomes.

Throughout the source, it highlights the idea of deviant behaviors and insinuats that they usually

come from exposure to violent media, (like videogames), to children at a young age. Learned

behaviors that become reinforced by videogames and lack of correction from adults are also

emphasized in the article. The author also compares common criminal behavior to the behaviors

that young children are taught by playing videogames.


This article is incredibly biased. It’s obvious from word choice alone. Throughout the

article, the author uses the phrase, “We must stop”, and “We must prevent”, which clearly shows

the author is solidly biased against videogames and is focused on the negative aspects that they

could have a factor in.

I doubt that this particular article could assist any of my other articles concerning my topic.

Although they may have similar viewpoints, this article lacks any factual evidence whatsoever

and make broad assumptions as if they were facts which would invalidate the credibility of my

other sources.

Maxwell, Jini. "Play Fighting: THE REAL-WORLD VIOLENCE OF VIDEOGAMES." Screen

Education, no. 95, 2019, p. 50+. Gale Academic OneFile, https://link-gale-

com.db23.linccweb.org/apps/doc/A602718314/AONE?u=lincclin_sjrcc&sid=AONE&xi

d=09a995cc. Accessed 22 Feb. 2020.

This source is written by Jini Maxwell, a writer and arts worker based in Birraranga,

Australia. This article discusses how the realistic violence in videogames progresses over to new

behavioral violence in real life. Maxwell focuses on several studies that assess the hypothetical

link between games and behaviors as well as how the military uses videogames for training

purposes.

As this article includes many fact-based standpoints, statistics, quotes, and facts, it would be

highly credible. Maxwell doesn’t show bias, they just acknowledge and support the main idea of

the article throughout the passage. From addressing past controversies to Supreme Court rulings,
and the cross-pollination between military developers and videogame features, everything is

justified and broken down to a comprehensible level.

This source relates to my topic by giving needed insight on important things videogames are

associated and accused of. It ties with other sources by acknowledging controversies and

concerns that had the attention of many people. Although I wasn’t as aware of the military

connection, the technological and behavior viewpoints relate very closely to different articles

I’ve found as well.

Mortensen, Torill Elvira. "A Play of Bodies: How We Perceive Videogames." American Journal

of Play, vol. 11, no. 2, 2019, p. 275+. Gale Academic OneFile, https://link-gale-

com.db23.linccweb.org/apps/doc/A586903083/AONE?u=lincclin_sjrcc&sid=AONE&xi

d=b14a885f. Accessed 16 Feb. 2020.

This source elaborates on the perception of videogames along with the strong connection

videogames can make to us mentally. Ranging from the more literal topics like software,

hardware, and interfaces, to thought provoking key points like player-identities and being

engulfed in the game through sensory-motor skills and cognitive exercises. They explain the

connection where the body and the game meet, in other words, the difference between reality and

fantasy. Learning how to memorize certain rhythmic movements that utilizes the controller in the

ways needed to manipulate the character are reviewed in this article.

This source lacks any kind of bias. It shares the specific points that the author wants to point

out and has enough evidence to back it up. There is no opinionated standpoint that could be
debated. It is a purely informative piece sharing insight on videogame connections and

correlations.

This article could serve as useful for my topic. Most likely not by itself, but it could provide

further explanation concerning my other articles. I have analyzed several others that include

similar topic focuses; therefore, this source is relevant.

Murphy, John, and Jose Zagal. "Videogames and the Ethics of Care." International Journal of

Gaming and Computer-Mediated Simulations, vol. 3, no. 3, 2011. Gale Academic

OneFile, https://link-gale-

com.db23.linccweb.org/apps/doc/A430329205/AONE?u=lincclin_sjrcc&sid=AONE&xi

d=e05668e6. Accessed 16 Feb. 2020.

In this article, the authors focus on “ethics of care”, something I have not been familiarized

with but have an understanding of. Basically, discussing behavior ques from emotional

connections or lack thereof. They also discuss videogames that promote ethical reflection in

those who play. They referred to Utilitarian and Kantian moral models that represent dominant

and traditional moral philosophy throughout their article using the games Animal Crossing and

Little King’s Story as examples.

The authors of this article are John Murphy and José P. Zagal. Murphy is a game designer and

producer while Zagal is a game designer and scholar. They are both involved at DePaul

University. Their statements aren’t necessarily biased; however, their topic was not covered

broadly enough as they only mentioned two games of the same likelihood. They use many

different articles on behalf of their statistics, and it is not clear if they have all been proven.
This source has the ability to relate to my topic on their points of how videogames can

influence a players’ choice depending on what they’re faced to deal with. However, I would not

use this article to support my topic or paper because of the games they selected and how their

paper lacks diversity on the topic.

Nebel, Steve, et al. "Mining learning and crafting scientific experiments: a literature review on

the use of Minecraft in education and research." Educational Technology & Society, vol.

19, no. 2, 2016, p. 355+. Gale Academic OneFile, https://link-gale-

com.db23.linccweb.org/apps/doc/A455056787/AONE?u=lincclin_sjrcc&sid=AONE&xi

d=4ba8ba13. Accessed 16 Feb. 2020.

This article talks about the educational link between videogames and real life. Using

Minecraft as an example, the game known for making players use materials found in the earth to

make products needed for survival. It features types of rocks and minerals recognizable by

pattern and have similar composition as they do in real life. As well as animals and how

harvesting them can result in meat and fabric that you need to use to feed and clothe yourself in

the game. It teaches survival, block by pixelated block.

This source lacks any kind of bias. The author includes many factual studies that have been

performed and analyzed by various credible sources. It backs up the human-computer interaction

and science field as well. Also mentions virtual reality and step by step coding techniques taken

to develop the game in the first place.

This source would definitely highlight the educational benefits of videogames which can be

useful in terms of promoting them. I could tie this in with other sources that
benefits and various pros of gaming. The statistics in the source would also help back up the

validity of my topic.

Perez-Marcos, Daniel. "Virtual reality experiences, embodiment, videogames and their

dimensions in neurorehabilitation." Journal of NeuroEngineering and Rehabilitation, vol.

15, no. 1, 2018, p. NA. Gale Academic OneFile, https://link-gale-

com.db23.linccweb.org/apps/doc/A568306900/AONE?u=lincclin_sjrcc&sid=AONE&xi

d=da396aea. Accessed 16 Feb. 2020.

In this paper, the author reviews similarities, differences and synergies of virtual reality

experiences, systems, and videogames and how they relate to neurorehabilitation. The evolving

concept of virtual reality itself is the use of interactive simulations made by computer

programming to give users the chance to interact with environments that appear to be and feel

like real-world objects and events. Virtual reality connects with multisensory stimulation to

make digital things feel real.

This article shows no bias, the writer doesn’t have a stance whatsoever, they just go into

deep explanation about how virtual experiences as well as videogames can assist

neurorehabilitation and improve mental skills like attention, the processing of information, task

switching and response time. The author also uses some studies on how virtual reality has

affected real people struggling in the previously mentioned cognitive fields along with how some

versions of virtual reality can have different results.


This source relates to my topic by elaborating on the benefits of videogame technology. Other

sources I’ve found and analyzed can also be used as evidence to this article. I would use this

article to provide information on how useful videogames can be.

Torrente, Javier, et al. "Integration and deployment of educational games in e-learning

environments: the learning object model meets educational gaming." Educational

Technology & Society, vol. 12, no. 4, 2009, p. 359+. Gale Academic OneFile,

https://link-gale-

com.db23.linccweb.org/apps/doc/A212768708/AONE?u=lincclin_sjrcc&sid=AONE&xi

d=dd3d7661. Accessed 16 Feb. 2020.

This article discusses videogames integrating with education and technological-based

learning. This article does not focus on the pedagogical aspect, as many others do, but the

technical issues seen as a blockade for the further development in technical learning strategies.

Discovering a way to sufficiently provide equal education through technology is a problem that

the article mentions. With electronics having updates and drastic changes every so often, it

makes it challenging to keep the learning structure up to date with every new version of

technology that comes out.

The author made sure this article wasn’t biased by providing viewpoints and opposing

viewpoints as well. They fully evaluated the pros and cons to online learning and how their

effects can vary tremendously. They also include table graphs to enunciate their point further,

which is something I haven’t seen in the previous articles I’ve reviewed. It serves as a nice touch

to added credibility.
I would utilize this article to help support my topic for the educational part of videogames. It

connects with other articles by sharing focuses and ideas. The facts in this article are abundant

and can really assist the strength of my other articles as well.

Walther, Matthew. "Violent Video Games Can Carry Negative Side Effects." Opposing

Viewpoints Online Collection, Gale, 2018. Opposing Viewpoints in Context,

http://link.galegroup.com/apps/doc/WBIZYA811034899/OVIC?u=lincclin_sjrcc&sid=O

VIC&xid=556ccd4d.Accessed 11 Sept. 2018.

The source is written by Matthew Walther, a national correspondent for an informational

magazine published in the United Kingdom as well as the United States, The Week. This article

discusses the negative impact videogames have on people in real life. Walther focuses on the

negative impact videogames have, while disputing claims stating that there is no link between

exposure to violent games and acts of violence in the real world.

This serves as a useful source of insight on the impact of videogames, but biased at the same

time, as it only acknowledges negative effects. It highlights the viewpoint of Walther as he

compares his first-hand experiences accompanied by what he’s studied in the media concerning

the topic. In the article he includes many prompting questions and establishes possible

connections between videogame behavior and real-life behavior, like introducing young Grand

Theft Auto players to microaggressions that can increase as they age. Walther also disagrees the

assumption that the media refrains from providing a negative influence, using reading as an
example of something that can inspire creativity and open-mindedness. Realistic first-person

games that include pointless violence have the same, if not greater opportunity to inspire evil

actions and connotations.

Walther’s article provides attention to the aspects of gaming more people should be aware of.

This source relates to my topic by acknowledging the important negative aspect of videogames.

Taking the high influence levels into account, videogame violence shouldn’t be seen so casually,

and extreme graphics should be restricted when needed to prevent the inspiration of despicable

ideas. It also fits in with my other sources by relaying similar thoughts and assumptions.

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