Romney Spencer 11/10/14 English Comp 1103 Annotated Bibliography 1. Funk, Jeanne B., Debra D. Buchman, and Julie N. Germann. "Preference for Violent Electronic Games, Self-Concept and Gender Differences in Young Children." American Journal of Orthopsychiatry 70.2 (2000): 23341. ProQuest. Web. 10 Nov. 2014. a. This article was about a study done on kids to learn about behaviors caused by violent video games and identifying ‘high risk players’. A high risk player is a person who is adversely effected after playing violent video-games. The test took three-hundred and sixty four fourth and fifth graders and examined their preference of violent video games. b. This particular article is important as it is the oldest article I could obtain despite it citing an article from 1985 on a similar topic. It was interesting to see how they identified high risk players by examining the problems they had. The test was also interesting on it additional observation on both genders and two different age groups. 2. WARD, MICHAEL R. "Video Games And Crime." Contemporary Economic Policy 29.2 (2011): 261-273. Business Source Complete. Web. 10 Nov. 2014. a. This article examines the correlation between negative anti-social attitudes and video games. It also looks at other factors that could be effected by the video games. The article uses data from a survey that was taken by a group of kids to show this. b. This particular article was interesting due to the survey that was a part of it. The focus of the survey is divided between how long a kid plays video games for and how many violent encounters they have. It was also interesting too learn that the negative effects only appeared after four hours of l playing video games. 3. ProCon.org. "Violent Video Games ProCon.org" ProCon.org. 6 Oct. 2014. Web. 10 Nov. 2014. <http://videogames.procon.org/>. 4. Lindsey B. Stone, Brandon E. Gibb, Brief report: Preliminary evidence that co-rumination fosters adolescents' depression risk by increasing rumination, Journal of Adolescence, Volume 38, January 2015, Pages 1-4, ISSN 0140-1971, http://dx.doi.org/10.1016/j.adolescence.2014.10.008.(&amp;amp;lt;a href="http://www.sciencedirect.com/science/article/pii/S0140197114001791"&amp; amp;gt;http://www.sciencedirect.com/science/article/pii/S0140197114001791&amp; amp;lt;/a&amp;amp;gt;) 5. Whitaker, Jodi L., and Brad J. Bushman. "A Review of the Effects of Violent Video Games on Children and Adolescents."Washington and Lee Law Review 66.3 (2009): 103351. ProQuest. Web. 10 Nov. 2014. a. This article talked about the effects of violent video games in general. It started with a general analysis of aggression in its many forms. It then talks about how the changes in aggression can occur during gameplay and the behaviors that follow. It then moves on to talk about the long-term and short-term effects of playing them. It then ends with the characteristics of violent video games. b. This is a good article because it not only tells you about the effect of violent video game on children but also because it give you some insight onto why that would be. This is most prominent when the article talks about physical arousal. The analysis of aggression is also useful as it helps to understand the source of the behavior. 6. 53 J. Law & Econ. 611. (August, 2010 ): 8397 words. LexisNexis Academic. Web. Date Accessed: 2014/11/03. 7. Bilton, Nick. “Looking Between Violent Video Games and Lack of Empathy.” The New York Times. 15 June 2014. Web. 4 November 2014. http://bits.blogs.nytimes.com/2014/06/15/looking-at-link-between-violentvideo-games-and-lack-of-empathy/?module=Search&mabReward=relbias%3As&_r=0. a. This article talks about desensitization of violence due to playing video games. It talks about the E3 convention and how it advertised video games. It then talked about desensitization and its possible relationship to video games. Then it talked about a recent shooting and a few questions that the writer had asked people. b. Over all this article was interesting due to a comment that one of the people who work in the company that makes games made. The reporter asked a man if he felt at all uncomfortable that they were making a game that promoted shooting people. The man responded by saying that they play the same game in Sweden and you don’t see the same thing happening. 8. Whiteman, Honor. "Violent video games reduce teens' self-control, study shows." Medical News Today. MediLexicon, Intl., 29 Nov. 2013. Web. a. This article talks about a test done in Italy on the relationship between actions and video games. The study consisted of two groups, one that played nonviolent video games and one that did. They placed cholate next to the players and found that those playing the violent video games ate more cholate. They then had both groups take a logic quiz and for every question they got right they would get a ticket that could be exchanged for a prize. It was found that those who had played the violent videogames stole tickets more than the other group. b. The most interesting part about this study has to be the first part of it. Although video games my cause negative behaviors, it is unclear as to why this would affect the amount of cholate they would eat as they played. Everything else on the study, however, made sense due to previous findings in this area of study. 9. Park, Alice. “Little By Little Violent Video Games Make Us More Aggressive.” Time Magazine. 24 March 2014. Web. 9 November 2014. http://time.com/34075/howviolent-video-games-change-kids-attitudes-about-aggression/ a. This article talks about a current study done to find correlation between violence in youths and violent video games. The article starts by bringing up the Columbine shooting from 15 years ago and how the debate started because of that. It then goes on to say how that has not caused people to stop playing video games. The study itself was done by Craig Anderson who belived that there were signs that violent video games caused kids to be more hostile. In the end he discovered that this was only true in the kids who played more than others. b. Over all, this was a very informative article and it provide very interesting viewpoints. The most interesting point had to be the statement at the end that which says that there is not enough strong evidence of a correlation between the two things. It makes another strong point in that not all those who play violent video games will be violent themselves. The article also talks about steps that could be taken to prevent this; such as taxing violent video games. 10. Suellentrop, Chris. “Grand Theft Auto V Is a Return to the Comedy of Violence.” The New York Times. 16 September 2013. Web. November 4, 2014. http://www.nytimes.com/2013/09/17/arts/video-games/grand-theft-auto-v-is-areturn-to-the- comedy-of-violence.html?pagewanted=all&_r=0. a. This is an article on a new release of a popular video game series known for violence. It starts by talking about the series past and the controversies it had when it started out. Then it discusses the new content of the game and its story. Lastly it talks about some of the controversies that surround the game in general. b. As far as Advertising and informing goes this article is great. It even adds a small statement on how this type of game is for older people. One of the more interesting topics it brings up is the female characters, and how the only good one gets sucked up into a jet turbine.