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Video Games and Violence - Annotated Bibliography Example

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The paper "Video Games and Violence" highlights that the article looks at a whole different realm of the issue of whether or not violent video games have an impact on behavior.  The article goes into a full discussion about the entire method that the authors used in order to describe the experiment taken…
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Video Games and Violence
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Your F. 29 April Annotated Bibliography Barlett, Christopher P., Rodeheffer, Christopher. “Effects Of Realism OnExtended Violent and Nonviolent Video Game Play On Aggressive Thoughts, Feelings, and Physiological Arousal.” Aggressive Behavior 35.3 (2009): 213-224. Psychology and Behavioral Sciences Collection. Web. 30 Apr. 2012. The authors of this article evaluate the different types of violent video games that are played by teenagers. The research that they have used indicates that there is a correlation between violent video games and aggressive behavior. The authors, Barlett and Rodeheffer, look at the different effects of realistic violent, unrealistic violent and nonviolent video games. The authors divulge into detail the differences in types of video games. Adolescents were subjected to play each of these for forty-five minutes each and were then evaluated in fifteen minute intervals to see their aggression behavior and if it had changed at all as a result of playing the video games. The different types of images that are portrayed in each video game may or may not have an effect on behavior. If it is realistic and bloody, it may be influence a person in a significantly different way than others. In addition, with modern technology, some of the graphics are more detailed than older forms of video games that were less realistic and some of the game consoles were older. This is an interesting article to use in means of analyzing violence and video games. While it suggests that video games do have a direct link to aggressive behaviors, it could have to do with how extreme the violence in the video game media is. The authors described the video games that they used an looked at different games individually, discussing the way that each game appeared and how it resulted in behavior of the player. As previously stated, this article does not discuss if violence in media has an impact in aggression but instead looks at the different levels of violence of video games and how they effect aggression. Chory, Rebecca M., Goodboy, Alan K. “Is Basic Personality Related To Violent and Non- Violent Video Game Play and Preferences?.” Cyberpsychology, Behavior & Social Networking 14.4 (2011): 191-198. Psychology and Behavioral Sciences Collection. Web. 30 Apr. 2012. Authors Chory and Goodboy look at the personality of a person before they are exposed to violent video games. The people that are already aggressive may be predisposed to choosing to play violent video games. People who are already violent by nature may use this type of media as a form of gratification. It is just a virtual way to express violent behavior and may actually keep someone from doing something physically to a real person or in otherwise showing violent behavior. The person may get expend their violence instead in video games. The authors take a multi factor personality model and used it to evaluate people who already have certain personality traits and methods of communication. This evaluates people that could be classified as extroverts, neurotics, agreeable, conscientious and open. The authors conduct a full experiment to test the theory and also look at implications. This article in turn does not necessarily look at the violent video games themselves. Instead, it looks at the personalities of the people that play them. If the person that plays them are already aggressive people, then they may be more prone to play violent video games rather than other types of video games. This is a different approach to the causal effect that studies are typically focused on with violence in video games having a direct impact on the person playing the game. Most studies do not take into account the already present personalities of a video game player. The video games may just reinforce the already aggressive behavior or may even make it worse. However, it may not take a non-aggressive person and otherwise turn them into more violently aroused subjects. This is a completely different spin on the subject. Ferguson, Christopher. “The Good, The Bad And The Ugly: A Meta-Analytic Review Of Positive and Negative Effects Of Violent Video Games.” Psychiatric Quarterly 78.4 (2007): 309-316. Psychology and Behavioral Sciences Collection. Web. 30 Apr. 2012. There is concern that playing violent video games may have negative effects on a person playing them. This article looks at the positives of playing violent video games. The authors describe numerous factors that could influence the behavior of children playing video games and evaluates the typical audience that plays them. As with most other studies, this article acknowledges that mostly boys play violent video games. The authors look at the bad part of video games, looking at the impact of the media on aggression. They also analyzed previous articles discussing the subject, even evaluating the bias that other scientific articles typically have. They make an attempt to look at the positive side of playing video games by analyzing the impact on visuospatial cognition. The authors play devils advocate in this article, looking at both the pros and the cons of playing video games. While they acknowledge that video games often influence negative effects such as aggressive behavior, they also imply that there are positive developments that relation to different areas of cognition. This is an alternative point of view that most articles do not even touch because there is so much focus on how bad violent video games are for children, adolescents and adults to play. The emphasis has usually been on aggressive behavior with the bias against them being the significant concept. However, there may be other points of view such as how the authors describe. The authors compare the good and the bad of violent video games. It is an interesting perspective unlike most other articles on a similar subject. Möller, Ingrid, Krahé, Barbara. “Exposure To Violent Video Games and Aggression In German Adolescents: A Longitudinal Analysis.” Aggressive Behavior 35.1 (2009): 75- 89. Psychology and Behavioral Sciences Collection. Web. 30 Apr. 2012. The analysis performed by the authors is an outlook on the of the relationship between teenagers in Germany playing video games and possible aggressive behavior. The authors discuss that all ages and genders of adolescents play video games for fun. Boys usually play more video games and the ones that they play are more likely to contain violent content than what girls play. While the authors acknowledge that people of all ages play video games, it is the adolescent age group that is the predominant demographic of people that typically play video games the most. For some teens, shooting something in a video game gives them a sense of satisfaction. Aggression typically is heightened during adolescence and while a child is introduced to violent media, the video games may have an effect on the teenagers behavior. Violent video games often satisfy a need to also take risks and provide some sort of aggressive arousal. Fortunately, the way that these games are played, violence only occurs virtually and there is no danger in harming someone. However, some researchers argue that violent video games promote aggression. The study performed by the authors evaluated German teenagers and the possible link between violent video games, aggression and behavioral changes as a result of playing video games over a period of over two years. It has been discovered that video games are more violent than most movies or television shows. The authors completed a longitudinal analysis in order to see if there was reinforcement of media violence and aggression. This is an excellent resource to determine if there is a possible link between violence and video games. Only a few studies take a glance at longitudinal examination to see the impact of violent video games. The authors thoroughly describe the experimental technique that they used in order to complete their experiment, looking at all possibilities of aggressive behavior over a long time span. This article provides thorough tables and charts to further describe aggressive behavior as a result of playing video games. Though this is an experiment conducted in Germany, the cultures are similar to that of the United States making this at least a good insight on the possible connection. Polman, Hanneke, de Castro, Bram, Orobiovan Aken, Marcel A.G. “Experimental Study Of The Differential Effects Of Playing Versus Watching Violent Video Games On Childrens Aggressive Behavior.” Aggressive Behavior 34.3 (2008): 256-264. Psychology and Behavioral Sciences Collection. Web. 30 Apr. 2012. The study by Polman, de Castro and van Aken as discussed in the article looked at if watching video games versus playing them had an impact on aggressive behavior. This would take a look at children who were watching a peer play a game versus a child actually playing the game. The question at hand is the issue of whether or not simply watching a violent video game would also heighten aggressive behavior. The authors discuss the entire experiment for which they measured their experiment on. This is an interesting study that takes a completely different approach on video games and violence. While most studies look at the child or adolescent that is playing the game, this takes into account any type of exposure to violent video games. The article looks at a whole different realm of the issue of whether or not violent video games have an impact on behavior. The article goes into full discussion about the entire method that the authors used in order to describe the experiment taken. The video games discussed different types of video games, measured the violence, the action, the difficulty, if there was frustration when playing it or if it was entertaining. The authors go into extensive discussion of measurements of real life acts of aggression as opposed to those that are seen on video games. The article is an interesting piece of supporting evidence to look at the impact that violent video games have on the player and the spectator. Works Cited Barlett, Christopher P., Rodeheffer, Christopher. “Effects Of Realism On Extended Violent and Nonviolent Video Game Play On Aggressive Thoughts, Feelings, and Physiological Arousal.” Aggressive Behavior 35.3 (2009): 213-224. Psychology and Behavioral Sciences Collection. Web. 30 Apr. 2012. Chory, Rebecca M., Goodboy, Alan K. “Is Basic Personality Related To Violent and Non- Violent Video Game Play and Preferences?.” Cyberpsychology, Behavior & Social Networking 14.4 (2011): 191-198. Psychology and Behavioral Sciences Collection. Web. 30 Apr. 2012. Ferguson, Christopher. “The Good, The Bad And The Ugly: A Meta-Analytic Review Of Positive and Negative Effects Of Violent Video Games.” Psychiatric Quarterly 78.4 (2007): 309-316. Psychology and Behavioral Sciences Collection. Web. 30 Apr. 2012. Möller, Ingrid, Krahé, Barbara. “Exposure To Violent Video Games and Aggression In German Adolescents: A Longitudinal Analysis.” Aggressive Behavior 35.1 (2009): 75- 89. Psychology and Behavioral Sciences Collection. Web. 30 Apr. 2012. Polman, Hanneke, de Castro, Bram, Orobiovan Aken, Marcel A.G. “Experimental Study Of The Differential Effects Of Playing Versus Watching Violent Video Games On Childrens Aggressive Behavior.” Aggressive Behavior 34.3 (2008): 256-264. Psychology and Behavioral Sciences Collection. Web. 30 Apr. 2012. Read More
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