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Annotated Bibliography-2
Annotated Bibliography-2
Annotated Bibliography-2
Lucas Wolinsky
ENC1102
February 21,2023
Annotated Bibliography
2347631120983481
Pokhrel, Sumitra, and Roshan Chhetri. "A literature review on impact of COVID-19 pandemic
on teaching and learning." Higher education for the future 8.1 (2021): 133-141.
I believe this source will be a big part of my research because I am trying to see how and
in what ways did COVID and us being in isolation with the same people for such a long period
of time affect the younger generations social skills as a whole. This article in specific will talk
about the teaching aspect of COVID since many of us were at home struggling trying to learn
over zoom. Some key things the article speaks about are the struggles not only the students went
through trying to learn online but how hard it was also for the teachers. For many of the teachers
it was hard to motivate and keep kids wanting to learn since they were on a screen instead of in
their class. A big worry the article speaks about is since students are online for longer periods of
time it has exposed kids to more harmful and violent content that being in school and not online
has prevented in the past. This article is written by someone in education and someone in the
engineering world. This helps because it gets both aspects of the teaching side and the
technology side of COVID learning. The article is in a peer reviewed journal called Higher
Education for the future. This article will allow me to get the online school side of things and
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how difficult it was for teachers and students. It will allow me to look at the origin of why their
social skills are getting worse since all of us students have been used to going to school in person
The psychology behind video games during COVID-19 pandemic: A case study of Animal
Hbe2.221
Zhu, Lin. "The psychology behind video games during COVID‐19 pandemic: A case study of
Animal Crossing: New Horizons." Human Behavior and Emerging Technologies 3.1 (2021):
157-159.
This article will help me with the video game side of things. For my article the main
game I will be focusing on is Animal Crossing New Horizons, a game that came out March
20,2020 right at the beginning of COVID. Many people believe this game was dropped at the
perfect moment. Many people used this game as a way to leave the real world and all of this stuff
going on. Many people also used it to be able to have something like a social life especially since
many of us were coped up all day in our rooms. Two main points that I believe are most
important in this article are the writer states that the game enabled people to escape from the
difficulties of life and how many of us use it to satisfy our loneliness with any type of social
interaction. Many people suffered during COVID if it was from loneliness or other social skills
but video games were a way for many people of any age to be able to escape to a “dreamland”.
This article was peer reviewed by a company called publons. The author is Lin Zhu, a student at
the Division of Educational Psychology and Methodology at the University of New York. This
article will allow me to get the side of view on how video games were helpful during the years of
COVID. How people were able to use video games so they can stay somewhat sane.
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Families Playing Animal Crossing Together: Coping With Video Games During the
COVID-19 Pandemic
15554120211056125
Pearce, Katy E., et al. "Families playing animal crossing together: Coping with video games
during the COVID-19 pandemic." Games and Culture 17.5 (2022): 773-794.
This article is another article about people playing animal crossing during COVID. This
article specifies on families in specific. Many people did things just to cope with not only the
stress but with not being able to leave their house so they needed to lean on something. For some
people this was video games. Many people used video games as a way to cope with not being
able to interact with people in the real world. Many people would do this in the game. As for
Animal Crossing it is known to have emotion by design. This allows Those playing the game to
use emotions that they have not been able to have from living the same old boring life since they
are not able to leave their house. As for this article it shows the different types of coping that
video games help. These are Mechanisms of coping and Joint Coping with video games. Many
families would play together so they can not only cope with the individual problems they have
going on but also they are able to spend time with each other and interact with “ another human
being.” This article will allow me to look at the different things not only families but many
people did to cope with not being able to be as social as they used to be on a day to day basis. Itll
also show me how a video game like Animal crossing was beneficial for many people during this
time. This is an article in the Sage Journals “Games and Culture” Volume 17 Issue 5. It was
Online Videogames Use and Anxiety in Children during the COVID-19 Pandemic:
205
This article differs from the other ones. This article is more on multiple different video
games. But my main goal with this article will look at how COVID affected students in a
harmful way. Also I will try to see if Video games helped or hurt students. This article in specific
is trying to see if adolescents during the time of COVID gained any type of anxiety from playing
these games during this specific time. From doing the test they found a low result of video game
addiction but a moderate level of anxiety. But this does differ from gender. As for males they use
video games to help with self control but as for females it tends to make them have anxiety. This
article will allow me to show the other side of video games which can be harmful in different
ways. What this article does show though is that video games will have different effects on
everyone. This article is used in a special issued journal called Recent Advances in Child and
Adolescent Psychiatry.