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Rating Systems of Believers Vs Skeptics of Video Gaming - Annotated Bibliography Example

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This paper "Rating Systems of Believers Vs Skeptics of Video Gaming" focuses on the fact that Robinson argues that rating systems made are repeating the same mistakes without dealing with the main issue which is the parents. He intends to target parents and public legislator’s. …
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Rating systems and Believers vs skeptics An Annotated Bibliography Robinson, Nicholas. "Video Games And Violence: Legislating On The Politics Of Confusion." Political Quarterly 83.2 (2012): 414-423. Academic Search Premier. Web. 25 Feb. 2015. Robinson argues that rating systems made are repeating the same mistakes without dealing with the main issue which are the parents. He intends to target parents, public Legislator’s that have concerns toward this issue and for people who don’t know about history of the rating system developed world wide. He makes in depth remarks on the faults of both sides of the issue, from multiple rating systems that causes confusion to careless parents. Although he mentions numerous statistics along with evidence, still he does not offer solutions towards resolving the current issue. Greitemeyer, Tobias. "I Am Right, You Are Wrong: How Biased Assimilation Increases The Perceived Gap Between Believers And Skeptics Of Violent Video Game Effects." Plos ONE 9.4 (2014): 1-7. Academic Search Premier. Web. 11 Mar. 2015. Greitemeyer discusses how believers and skeptics react to provided evidence related to video games causing violence and provides in depth explanation from a psychological point of view. His purpose from this research is to show that people accept what they like to do either it be playing video games or other activities, even if faced with evidence proving it causes unwanted behavior. Also, he mentions that people tend to ignore evidence regarding an issue that’s against their belief or opinion. The author makes a clear explanation by not taking a bias opinion or a side to the issue, but just by showing the information gathered and hypothesis he came up with. Happ, Christian, André Melzer, and Georges Steffgen. "Superman vs. BAD Man? The Effects of Empathy and Game Character in Violent Video Games." Cyberpsychology, Behavior, and Social Networking (2013): 774-78. Print. The authors of this article discuss the effects of video games on the behavior of the players. A proper and systematic plan was designed in order to test the effects of empathy. The famous and noble comic hero Superman against the villain the Joker was juxtaposed. The groups were made and the proper study was conducted. The video game was played and the studies show that those who read Wikipedia were more aware of the background of the characters. The violence and beating was less justified by them as they knew about the tormented childhood of the Joker while those who were given the articles to read did not know much about them and gave their stance that was opposite to the latter. It was found that those who played Superman have more helping behavior and less hostile perception than those who played Joker. It was concluded that the empathy for a certain character depends largely on the background he comes from. The Joker for his bad deeds was justified as he had a tormenting childhood. So a positive background boosts positive effects while a negative story will provide an excuse for the behavior of the bad man. Ivory, Adrienne Holz, and Christine E. Kaestle. "The Effects of Profanity in Violent Video Games on Players Hostile Expectations, Aggressive Thoughts and Feelings, and Other Responses." Journal of Broadcasting & Electronic Media (2013): 224-41. Print. Adrienne Holz Ivory and Christine E. Kaestle examine the relation between the use of profanity in video games and the inducement of hostile behavior in the players. The notion that the use of violence in video games increases the aggressive thoughts and behaviors is tested in this article. The famous model of GAM is used to serve for the purpose. This general aggression model predicts that the violence in video games increase the aggressive behavior. People can easily imitate the actions presented by the characters of the media. A proper experiment was designed to test the relation of profanity and the hostility. The main focus of the study was the use of profanity by the protagonists and the antagonists and their effects on the players. After conducting experiments it was found that the gender plays an important role in shaping the behavior. The use of profanity by both the antagonists and protagonists in video games increased the hostile expectations. However the effects of profanity did not provide a strong effect on the players. So it was concluded that the use of profanity induced aggression and hostile expectations while the use of profanity did not provide a satisfactory result. Nielse, Mark, and Morgan Tear. "Failure to Demonstrate That Playing Violent Video Games ..." 2013. Web. 13 Apr. 2015. The authors of this article worked on the results of finding effects of violence in video games on the pro social behavior. The experiment was conducted and the groups were made comprising members belonging to both the genders. The people who conducted the experiment made use of the classic and contemporary games. To the utter disappointment it was found that the experiments did not produce good results. Despite using the games belonging to classic and the contemporary genre could not produce the required result and they failed to find out the effect of violent video games on the pro social behaviors. Berard, Aaron Cain, Matthews Watanabe, Takeo. “FrequentVideoGamePlayersResist Perceptual Interference…” March 2015. .Web. 13 Apr. 2015. This article examined the effects of video games on the learning capacities of both the non gamers and frequent gamers. The study was conducted for the whole day and gave no time to the participants to sleep. In the end it was concluded that the learning experiment showed the retrograde interference in the non gamers while the frequent gamers did not show any. This made the non gamers a strong example of the retrograde inference. Those who were frequent game players showed the rapid acquisition of the tasks with enhanced visual abilities. The only drawback of this experiment was the sleep deprivation. As the participants were not allowed to rest so it can be said that the participants might have missed important instructions that affected the results. Marino, Matthew Becht Kathleen Vasquez, Eleazer Gallup, Jennifer Bashum, James Gallegos, Benjamin. “Enhancing Secondary Science Content Accessibility With Video Games…” October 2014. Web. 13 Apr. 2105. Video games are popular among children of all ages and have different effects on the learning abilities of both able and disabled children. A study was conducted in this article in which the children with disabilities became the focus of the experiment. The main purpose of this study was to find out the effects of video games on the learning faculties of the disabled students. In the end it was found that the different games related to different disciplines of study like biology, physics, math and other subjects helped the children in learning these subjects. So it can be said that video games help the children in understanding the concepts and basics of different subjects. Saleem, Muniba Anderson, Craig Gentile, Douglas. “Effects of Prosocial, Neutral, and Violent Video Games on Children’s Helpful and Hurtful Behaviors…” 2012. Web. 13 Apr. 2105. The experimented conducted showed the results of the prosocial video games on the behavior of children in their teenage. It was found that the prosocial games produced good results and increased the prosocial activities while decreased the hurtful behaviors. The general learning model used in this experiment helped in extracting the results. Shumway, Sterling Northrup, Jason.“Gamer Widow: A Phenomenological Study of Spouses of Online Video Game Addicts...” 2014. Web. 13 Apr. 2105. Some games are designed for grownups in which the adults play online games. A research was conducted that showed the effect of these games on the marital status of the people. The experiment showed the result of people being married to an online video game addict. The 3 categories that were developed were changes in me, changes in my Husband and changes in the marital relationship. The game under observation was Massively Multiplayer Online Role Playing Game. The result showed that these games affected the categories in different ways. Bezio, Kristin M. S. "Stop blaming video games for Americas gun violence." Christian Science Monitor 12 Feb. 2013: N.PAG. Academic Search Premier. Web. 13 Apr. 2015. Kristin Bezio in this article lays stress on the fact to stop blaming the video games for producing the violent behaviors among children. The older generation holds the view that the present is worse than their past. However it is true but it does not support the fact that video games are responsible for producing violence in children. The physical abuse and other inappropriate behaviors can lead to the formation of elements of violation in children. So Kristin Bezio strongly condemns the notion that video games produce violence in children. Lisa Suhay, Correspondent. "Why is Turkey weighing a ban on Minecraft?." Christian Science Monitor 10 Mar. 2015: N.PAG. Academic Search Premier. Web. 13 Apr. 2015. Suhay Lisa the correspondent brings the news to our attention that the Turkish Ministry is weighing a ban on Minecraft. Minecraft is a game where the players build houses and kill the hostile. The game with a little touch of violence is on the verge of being banned due to the presence of violent content in the game. There are many statements that can be found supporting and objecting this step. Mary, Flanagan. "Dont demonize video games for violence." USA Today n.d.: Academic Search Premier. Web. 13 Apr. 2015. Flanagan Mary in her article asserts the fact that video games considered as demons is completely a fallacious idea that has made the parents think bad about the games. The toy gun is not considered a harmful and violent inducing thing but a video game is considered to be producing aggression among children. She points out that even in her childhood games were considered a waste of time and even now it is difficult to break the stereotypes. She concludes by saying that games should not be considered as demons as they teach a lot more than mere violence. "Instead of blaming media violence for kids who kill, demand more nonviolent video games." Christian Science Monitor 18 Feb. 2013: N.PAG. Academic Search Premier. Web. 13 Apr. 2015. While propagating the idea of completely banning the video games one must stop it and demand the opposite. The video game are considered to inculcate the aggression and violence among children, however this is not true. The author propagates the view that instead of demanding to ban the games one must demand to remove the violent content from the games. "Daphne Bavelier: Your Brain on Video Games." YouTube. YouTube, 19 Nov. 2102. Web. 13 Apr. 2015. . The presentation by Daphne Bavelier points out the fact that the video games are not responsible for creating aggression and violence in behavior of children. Not only children love playing games but also the adults love to indulge in playing games. She asserts the fact that even the action packed games can help children learn and focus and help them in multitasking. She uses the names of different games like Call of Duty, Suduko and many others and talks about its benefits. "The Effects of Violent Video Games on Kids on The Dr Rob Show." YouTube. YouTube, 18 June 2014. Web. 13 Apr. 2015. . Dr. Rob tells the interesting and alarming side of the video games and their effects on children and teenagers. He by presenting different cases from real life tells the adverse effects of the video games. As his video discusses the cases form real life so it gives authenticity and provides proofs for the adverse effects of video games. "Video Games Dont Cause Violent Behavior." YouTube. YouTube, 18 June 2014. Web. 13 Apr. 2015. He totally changes the perspective by saying that there is no link between video games and violence however the link between video games and aggressive thoughts can be examined. He by supporting his stance trough demonstrations and different studies shows that there is nothing wrong with video games and they do not produce violent behavior. Although there is a whole debate about the negative and positive effects of video games, many studies have shown that games can be used for educational and therapeutic use. Read More
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