Download as docx, pdf, or txt
Download as docx, pdf, or txt
You are on page 1of 5

Maldonado 1

Jaden Maldonado

Instructor McCann

English 1302.231

23 February 2024

Annotated Bib Handout

Source Author’s How they How it Your


Claim support connects to analysis of
claim or builds how the
upon other author
sources contributes
to your
research
on the
topic

1 A Novel Casual Video Game To explore The author The authors This article
With Simple Mental Health and the supports connect to contributes
Well-Being Concepts (Match therapeutic their claim the other to the
Emoji): Mixed Methods
changes by using sources research by
Feasibility Study
Pine, Russell, et al. "A Novel Casual Video Game With Simple Mental Health and Well-Being Concepts (Match Emoji): Mixed after playing other through the talking
a certain studies and use of their about the
Methods Feasibility Study." JMIR Serious Games, vol. 12, 2024. ProQuest,

https://go.openathens.net/redirector/tamiu.edu?url=https://www.proquest.com/scholarly-journals/novel-casual-

video-game-with-simple-mental-health/docview/2925480170/se-2, doi:https://doi.org/10.2196/46697.

game. their own study. positive


study. effects
certain
videogames
can have.

2 Problematic Video Game Use To analyze The authors The authors This article
and Mental Health among the use current connect to contributes
Spanish Adolescents relationships scientific the other to the
María Ángeles García-Gil, et al. "Problematic Video Game use and Mental Health among Spanish Adolescents." International Journal of

between evidence to sources by research by


gender, support talking about going more
Environmental Research and Public Health, vol. 20, no. 1, 2023, pp. 349. ProQuest, https://go.openathens.net/redirector/tamiu.edu?

url=https://www.proquest.com/scholarly-journals/problematic-video-game-use-mental-health-among/docview/2761188020/se-2,

doi:https://doi.org/10.3390/ijerph20010349.
adolescence, their claim their into detail
and experiment about how
problematic and showing certain
Maldonado 2

video game the videogames


use. differences affect
and teenagers
similarities to more than
others. others.

3 Stress and suicide risk among The authors’ The authors The authors This article
adolescents: the role of claim is how use connect to or contributes
problematic internet use, gaming gaming information builds upon to the
disorder and emotional
causes stress from past other sources research by
regulation
and suicide studies to by showing giving
Chamarro, Andrés, et al. "Stress and Suicide Risk among Adolescents: The Role of
risk. compare how information
Problematic Internet use, Gaming Disorder and Emotional Regulation." BMC Public Health,
their videogames about the
vol. 24, 2024, pp. 1-11. ProQuest, https://go.openathens.net/redirector/tamiu.edu? information. increase the effects of
url=https://www.proquest.com/scholarly-journals/stress-suicide-risk-among-adolescents-
risk of videogames
role/docview/2925604585/se-2, doi:https://doi.org/10.1186/s12889-024-17860-z.
suicide and on mental
stress health.

4 To show The authors The authors This article


Integrating digital games for that video use their connect to or contributes
teenage mental health education games in study which builds upon to the
in classroom teaching
Bada, Joseph K., et al. "Integrating Digital Games for Teenage Mental Health Education in Classroom Teaching." International
school can was a told other sources research by
Journal of Education and Development using Information and Communication Technology, vol. 19, no. 3, 2023,

pp. 279-301. ProQuest, https://go.openathens.net/redirector/tamiu.edu?url=https://www.proquest.com/scholarly- improve of 218 by explaining giving


mental students to their results some
journals/integrating-digital-games-teenage-mental-health/docview/2917612349/se-2.

health. see if the and positive


benefits comparing effects
were true. them to other videogames
studies done can have on
on the same mental
topic health.

5 To show the The authors The authors This article


The Prevalence of Video Game association used a connect upon contributes
Addiction and Its Relation to between survey to other sources to the
Anxiety, Depression, and
videogame determine if by giving research by
Attention Deficit Hyperactivity
Disorder (ADHD) in Children addiction videogames details about showing
and Adolescents in Saudi and mental caused past studies that
Arabia: A Cross-Sectional Study illnesses depression done on the videogames
such as and such. specific topic do have
depression The authors and use their some what
Nader, Alrahili, et al. "The Prevalence of Video Game Addiction and its Relation to Anxiety, Depression, and Attention Deficit

Hyperactivity Disorder (ADHD) in Children and Adolescents in Saudi Arabia: A Cross-Sectional

Study." Cureus, vol. 15, no. 8, 2023. ProQuest,

https://go.openathens.net/redirector/tamiu.edu?url=https://www.proquest.com/scholarly-journals/prevalence-
Maldonado 3

video-game-addiction-relation-anxiety/docview/2870672877/se-2, doi:https://doi.org/10.7759/cureus.42957.
and anxiety. found out own survey of an effect
that more results to on mental
than half of connect to health.
the them.
participants
had
depression
or anxiety
due to
videogames.

6 To conduct The authors The authors The article


a study to use reviews connect upon contributes
Improving Mental Health and see if active that active the other to the
Physical Fitness—An video games video games sources by research by
Alternative for Children and had a (AVGS) using showing
Adolescents during Social positive had information that active
Isolation: An Overview effect on received that is video
Active Video Games for Improving Mental Health and Physical Fitness—An Alternative for Children and Adolescents during

Social Isolation: An Overview." International Journal of Environmental Research and Public Health, vol. 18,
mental, throughout already games
physical the years known on the improve
no. 4, 2021, pp. 1641. ProQuest, https://go.openathens.net/redirector/tamiu.edu?url=https://www.proquest.com/

scholarly-journals/active-video-games-improving-mental-health/docview/2489113457/se-2,

health, and and use AVGS and mental


doi:https://doi.org/10.3390/ijerph18041641.

body them to applying health in


composition. back up their own adolescents.
their claims. knowledge as
well.

7 To improve The authors The authors The article


attention use their connect upon contributes
Evaluating the effect of action- control study to the other to the
like video game play and of
casual video game play on abilities and support sources by research by
anxiety in adolescents with anxiety their claims using their showing
elevated anxiety: protocol for a through the and results to that certain
multi-center, parallel group, use of video information relate to the video
assessor-blind, randomized games. from past experts games can
controlled trial studies. claims. improve
Gradi, Naïma, et al. "Evaluating the Effect of Action-Like Video Game Play and of Casual Video Game Play on Anxiety in

Adolescents with Elevated Anxiety: Protocol for a Multi-Center, Parallel Group, Assessor-Blind, Randomized

Controlled Trial." BMC Psychiatry, vol. 24, 2024, pp. 1-14. ProQuest,
mental
https://go.openathens.net/redirector/tamiu.edu?url=https://www.proquest.com/scholarly-journals/evaluating-

effect-action-like-video-game-play/docview/2925598455/se-2, doi:https://doi.org/10.1186/s12888-024-05515-7. health.


Maldonado 4

8 To test if the The authors The authors This article


game use their connect upon contributes
A Game-Based School Program “Moving independent the other to the
for Mental Health Literacy and
Stigma on Depression (Moving Stories” can study to sources by research by
Stories): Cluster Randomized positively support using their giving more
Controlled Trial affect their claims. results and examples
Tuijnman, Anouk, et al. "A Game-Based School Program for Mental Health Literacy and Stigma on Depression (Moving Stories):

Cluster Randomized Controlled Trial." JMIR Mental Health, vol. 9, no. 8, 2022. ProQuest,
mental explain how on how
health. it relate to the video
https://go.openathens.net/redirector/tamiu.edu?url=https://www.proquest.com/scholarly-journals/game-based-

school-program-mental-health-literacy/docview/2708648802/se-2, doi:https://doi.org/10.2196/26615.

expert’s games
opinion. improve
mental
health.

9 To find if The authors The authors This article


The Relationship between gamified use their connect upon contributes
Gamified Physical Exercise and physical independent the other to the
Mental Health in Adolescence:
exercise study to sources by research by
An Example of Open Innovation
in Gamified Learning improves support explain their giving more
Pérez-Jorge, David, et al. "The Relationship between Gamified Physical Exercise and Mental Health in Adolescence: An
mental their claims results and information
Example of Open Innovation in Gamified Learning." Healthcare, vol. 12, no. 2, 2024, pp. 124. ProQuest,
health. while using implementing on how
https://go.openathens.net/redirector/tamiu.edu?url=https://www.proquest.com/scholarly-journals/relationship-between- information the experts’ mental
gamified-physical-exercise/docview/2918744199/se-2, doi:https://doi.org/10.3390/healthcare12020124.
from past opinion health can
studies. be
improved
with the use
of video
games.

10 To study the The authors The authors This article


positive and use past connect upon contributes
Video Game Addiction Among negative studies and the other to the
effects of their own sources by research by
Adolescents
Crucianu, Cezara, et al. “Video Game Addiction Among Adolescents.” Broad Research in Artificial Inteligence Neuroscience, vol. video games independent giving the showing
15, no. 1, Feb. 2024, pp. 34–40. https://doi.org/10.18662/brain/15.1/533.

on mental study. experts both sides


health. results and of the topic.
comparing it
to them.
Maldonado 5

11

12

13

14

15

You might also like