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Violence in Video Games and Profound Language - Annotated Bibliography Example

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The paper contains the annotated bibliography of articles about the violence in video games and profound language such as "Violent video game effects on children and adolescents: theory, research, and public policy" and "Stress of war, conflict, and disaster"…
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Violence in Video Games and Profound Language
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Annotated bibliography on violence in video games and profound languageIntroduction Violence in video games has been around for more than 30 years. Violent video games can be more hazardous than cinema or television since actively engage the player in the game script. Violence in video games expose the player to aggression and violent behavior since such video games reward the players for killing innocent people like police officers and prostitutes using dangerous weapons like guns, swords and cars.

Modern video games that contain violence and profound language require the player to concentrate on the game rather than passively watch the movie thus violent acts in the video game easily form part of the player identity. Numerous research studies have concluded that teenagers who play violent video games with profound language are more aggressive, frequently engage in violent fights with peers and perform poorly in education. Parents should limit the access of children to violence in video games and monitor their internet usage.

Violence in video games adversely affects child’s mental development and introduces them to offensive language that leads to violent thoughts. Parents should monitor the rating of the video games which children play (Bryant 640). Anderson, Craig. Buckley, Katherine and Gentile, Douglas. Violent video game effects on children and adolescents: theory, research, and public policy. Oxford. Oxford University Press. 2007.This book deals with empirical research on the adverse effects of violence in video games.

The book starts with a review of the history of violent video games and the growth over the years. The book explains how high speed internet access has increased access to violent video games that are mainly developed by hate groups that target particular ethnic groups (Anderson, Buckley, and Gentile 8). The book explains how children are conditioned to violent video games, the risk factors and negative effects like verbal aggression and poor academic attainment. The books concludes by providing alternative public policies that can be implemented to limit the exposure of children and adolescents to violent video games like rating the video games and controlling the duration of time children spend on playing the video games.

Kutner, Lawrence and Olson, Cheryl. Grand theft childhood: the surprising truth about violent video games and what parents can do. New York. Simon and Schuster. 2008. Lawrence who is an author on child psychology and Cheryl who is a former columnist for parents’ magazine, together they investigate the adverse effects of electronic violent video games on teens. The book explains who children playing violent video games experience social isolation and poor social skills development. The two authors suggest that violence in video games is capable of triggering real-world violence thus children should be protected from violent games like Grand Theft Auto that are only good for adults.

The book advises parents to control the video games played by their children and how children use the internet (Kutner and Olson 260).Fink, George. Stress of war, conflict and disaster. Boston. Academic Press. 2010. According to this book, the effects of violence in video games are long-term. The book gives an example of the killing fields and terminator 2, which has highly violent messages. The effects on the players are influenced by the situational factors like any prior anger of the individual player.

The book concludes that childhood aggression is highly correlated with childhood exposure in media violence. The book offers cognitive priming theory, social learning theory and social scripts models of aggression formation in childhood and how the aggressive behavior is encoded in memory of the player. According to the book, profound language in the video games increases the violent thoughts in children and teenagers (Fink 669). Bryant, Jennings. Playing video games: motives, responses and consequences. New York. Rout ledge. 2006.This book begins by showing how video games can teach and the process that motivates the player to participate in the video game.

The book offers the positive benefits of video games like increased attention and the negative aspects of violence in video games like increased aggression and poor academic attainment in children. Since video games are motivating and allow the player to control the game, the adverse effects of violence and profound language are immediate since the player is rewarded for engaging in a violent activity like cop killing (Bryant 640). Gentile, Douglas. Media violence and children: a complete guide for parents and professionals.

Westport, CT. Praeger. 2003. This book provides the victim effect whereby people exposed to violence in video games develop fear and self-protective behavior like carrying knives and guns with them. Accordingly, the book provides the bystander effect whereby children exposed to violence in video games become less sympathetic to the victims of violence. The third effect is the appetite effect whereby the player experienced increased urge to watch more violent video games thus leading to aggressive behavior formation.

According to the book, reward for violence increases participation while repetition increases learning thus leading to aggressive behavior (Gentile 136). For instance, Rainbow six which has been used to train US Army soldiers requires the player to keenly watch hostile enemies and remain aggressive (Gentile 136).Russell, Julia and Jarvis, Matt. Angles on applied psychology. Cheltenham. Nelson Thomes Ltd. 2003. This book provides how violence in video games have dominated the market and introduced other negative features like killing and destruction of the opponent or enemy in the game.

Such games encourage racism and sexism since some encourage violence towards women. The book provides several longitudinal studies that have reported a positive correlation between violence in video games and juvenile delinquency. Violent video games alter the personality structure making the player to have aggressive thoughts (Russell and Jarvis 151). Aboujaoude, Elias and Koran, Lorrin. Impulse control disorders. Cambridge. Cambridge University Press. 2009. This book provides various alternatives like control of the exposure of children to violence in video games through tighter regulation.

Another initiative is educating parents on the adverse effects of violent video games and control of the promotion of such games. Teenagers with high antisocial behaviors, anger and hostility should be prohibited from playing such games in order to control peer conflicts. The book concludes that violence in video games is a leading contributor to crime and violence in the streets (Aboujaoude and Koran 187).Dowd, Nancy. Singer, Dorothy and Wilson, Robin. Handbook of children, culture and violence.

Los Angeles. Thousand Oaks. 2006. This book reviews the history of violence in video games starting from the first commercial video game that was Pong produced in 1972. Other games produced in 1980s such as Double dragon and Mortal Kombat encouraged more violence. The book provides experimental studies that have linked violence in video games to aggressive behaviors in teenagers. Delinquent children will reinforce aggressive attitudes towards violent and aggressive behaviors. According to the book, the amount of play and content in the video game increases the likelihood of aggressive behavior formation (Dowd, Singer and Wilson 235).

Voluntary rating by the industry players and education on the negative effects are some policy initiatives that can be implemented to control children participation. Works Cited:Aboujaoude, Elias and Koran, Lorrin. Impulse control disorders. Cambridge. Cambridge University Press. 2009. Anderson, Craig., Buckley, Katherine and Gentile, Douglas. Violent video game effects on children and adolescents: theory, research, and public policy. Oxford. Oxford University Press. 2007.Bryant, Jennings.

Playing video games: motives, responses and consequences. New York. Rout ledge. 2006.Dowd, Nancy. Singer, Dorothy and Wilson, Robin. Handbook of children, culture and violence. Los Angeles. Thousand Oaks. 2006.Fink, George. Stress of war, conflict and disaster. Boston. Academic Press. 2010.Gentile, Douglas. Media violence and children: a complete guide for parents and professionals. Westport, CT. Praeger. 2003.Kutner, Lawrence and Olson, Cheryl. Grand theft childhood: the surprising truth about violent video games and what parents can do.

Simon and Schuster. 2008.Russell, Julia and Jarvis, Matt. Angles on applied psychology. Cheltenham. Nelson Thomes Ltd. 2003.

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