Professional Documents
Culture Documents
Annotated Bibliography
Annotated Bibliography
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
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
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
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
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
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
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
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
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
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
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.
com.db23.linccweb.org/apps/doc/A602718314/AONE?u=lincclin_sjrcc&sid=AONE&xi
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
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
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
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
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
Murphy, John, and Jose Zagal. "Videogames and the Ethics of Care." International Journal of
OneFile, https://link-gale-
com.db23.linccweb.org/apps/doc/A430329205/AONE?u=lincclin_sjrcc&sid=AONE&xi
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
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
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.
com.db23.linccweb.org/apps/doc/A455056787/AONE?u=lincclin_sjrcc&sid=AONE&xi
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
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
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.
com.db23.linccweb.org/apps/doc/A568306900/AONE?u=lincclin_sjrcc&sid=AONE&xi
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
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
sources I’ve found and analyzed can also be used as evidence to this article. I would use this
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
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
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
Walther, Matthew. "Violent Video Games Can Carry Negative Side Effects." Opposing
http://link.galegroup.com/apps/doc/WBIZYA811034899/OVIC?u=lincclin_sjrcc&sid=O
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
This serves as a useful source of insight on the impact of videogames, but biased at the same
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
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.