Professional Documents
Culture Documents
Research 2
Research 2
Research 2
Robert Parmenter
LIBR-101-35079
Research Question: “Do video games promote violent tendencies and other negative
Landmark cases/ court cases that sprung from perceived negative effects of
videogames.
Citation:
INGRAM, JAY, and JOSEPH CANGEMI. “Video Games: Motivation, Effects, and
EBSCOhost,search.ebscohost.com/login.aspx?direct=true&db=a9h&AN=136193
456&site=ehost-live&scope=site.
Link:
https://sbcc.idm.oclc.org/login?url=https://search.ebscohost.com/login.aspx?direc
t=true&db=a9h&AN=136193456&site=ehost-live&scope=site
Annotation:
In this article by Jay Ingram and Joseph Candemi from Western Kentucky
University, some background is given on gaming in general, the growth of the gaming
industry, esports, and what self-esteem means. After giving the background
information they dive into the effects that videogames have, such as PC gaming
allowing for people to make connections and pursue friendships that they wouldn’t
normally have. A study was also conducted on 1000 gamers, which found that games
that gave them an experience of gaining experience or skill resulted in the gamer’s
sense of self-esteem, both in-game and out of game. In an earlier study, a similar test
was performed, however some of the test subjects did not enjoy the game or learning
its systems, and those that gave up or stopped playing early showed a drop in
self-esteem and general mood, whereas those that persevered and overcame the
game’s systems showed boosted self-esteem and mood. The entire article seems to
take information from many different studies and makes sure to give the reader a
background on all the subjects covered so that the reader can make informed
decisions on the findings they shared. Quality and thoroughness were quite high, and
the purpose was to show the effects games could have on the self-esteem of
participants. This article will be quite useful for my research later on, as it gave me
several studies that directly tested the effects of games on people, this article coupled
with the others I will find, should allow me to make a complete picture on the effects of
games on mood, self-esteem, bad or good habits, beneficial and harmful psychological
seemed like it was a perfect fit for what I was trying to research.
Citation:
Singh, Pankaj, et al. “Effect of Video and Mobile Games on Children’s Behavior.” Indian
Journal of Health & Wellbeing, vol. 7, no. 5, May 2016, pp. 488–492. EBSCOhost,
search.ebscohost.com/login.aspx?direct=true&db=a9h&AN=115683935&site=ehost-liv
e&scope=site.
Link:
https://sbcc.idm.oclc.org/login?url=https://search.ebscohost.com/login.aspx?direct=tr
ue&db=a9h&AN=115683935&site=ehost-live&scope=site
Annotation:
In this article, the results of a study on the effects of games on children aged from 7-10
are examined in much detail with many statistics for a multitude of different issues,
such as effects on sleep, eating habits, hyper behavior, social skills, motor skills,
stating what the authors of this article take the statistics to mean. In the end, it is
stated that in general too much video games causes a slew of negative effects, but
also cites a study that shows that exact opposite conclusion. If I ignore the
grammatical issues here and there as relics of translation from another language, then
this article still has some issues that reduce the credibility of this article. Firstly, it
seems that every statistic was taken in the most negative way possible, even if the
statistics weren’t quite as severe as what they were saying. This, coupled with the intro
and the one positive source in the final paragraph leads me to believe that there is
some inherent bias in this article. The sample size was only 160 as well, so I am not
sure that any accurate conclusions as to the effects of video games on children could
have been reached, at the very least not to the degree that they seemed to elevate it
to. Despite it not being very credible, it is undeniable that there are cases where things
do get this severe, and to act as if those negative aspects of video games would be
even more biased than they were. This article helped me outline what many of the
negative effects of videogames could be, as the effects studied are most likely not only
applicable to children.
I picked this source among the list I found as I was interested on what effects on
children video games could have, and while I am most likely going to take this study
with a grain of salt, it did outline a huge multitude of negative effects that do actually
impact people, especially those who play games in far excess. As with anything, it is
important to not be too excessive in anything you can do, as it is almost always
harmful.
Citation:
Anderson, Craig Alan, et al. Violent Video Game Effects on Children and Adolescents :
Theory, Research, and Public Policy. Oxford University Press, 2007. EBSCOhost,
search.ebscohost.com/login.aspx?direct=true&db=nlebk&AN=191242&site=ehost-live
&scope=site.
Link:
https://sbcc.idm.oclc.org/login?url=https://search.ebscohost.com/login.aspx?direct=tr
ue&db=nlebk&AN=191242&site=ehost-live&scope=site
Annotation:
In “Violent Video Game Effects on Children and Adolescents : Theory, Research, and
Public Policy”, the author mainly talks about how violent video games ultimately impact
violence in children and adolescents by a substantial amount, and then backs up the
statement with many studies cited in the book. She goes on to mention that the reason
why these studies aren’t that accepted by the public is that people think that people
think that those conducting the studies were searching directly for negative results and
as such should be ignored. She counters this by saying that many of the studies are
peer reviewed and are done by reputable sources, even counting the ones she’s cited
in the book. The ultimate take away from the book at the end is that there should be
greater restrictions in place to prevent those that are emotionally susceptible to things
like violent video games. She also gives advice on what parents or guardians should
do handling violent video games with their children, and things that can help them
make decisions such as not only letting the rating on the box of the game make your
decision. The book itself seems to be high in quality as it cites many different studies to
support its claim. This study helped my research as it showed many negative aspects
seemed like it was a perfect fit for what I was trying to research.
Citation:
Violence,”
Link: www.theesa.com
Annotation: This image shows violent crime rate plotted against video game scales on
a graph over time from 1995-2015, and it at the very least shows that video games are
not directly causing violent crimes to increase. Its credible as it cites its sources at the
bottom of the image and it is useful for my research as it runs a counterpoint to the
ebook source.