Uploaded by Zachelle Hercules

Annotated Bibliography-2

advertisement
Zachelle Hercules
Professor O
English 102
October 29, 2018
Anderson, Craig A., and Brad J. Bushman. “Effects of Violent Video Games on Aggressive
Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial
Behavior: A Meta-Analytic Review of the Scientific Literature.” Psychological Science, vol. 12,
no. 5, 2001, pp. 353–359. JSTOR, JSTOR, www.jstor.org/stable/40063648.
The main argument of this source is that violent media such as television, movies and
video games, are a large part of why the percentage of aggressive behavior in children and teens
is increasing. This article is based on research results that show the increase in aggressive
behavior from adolescents who play violent video games. In this article the two writers, Craig A.
Anderson and Brad J. Bushman use the research results to discuss the impacts of violent media
on society and how it’s not a smart decision to keep on allowing young children to be influenced
by any harmful media.
The way these two authors approach this topic is informative. Anderson and Bushman
point out the positives and the negatives of violent media, although they highlight the negatives
more, they aren’t completely against it.They talk about how media violence reduces prosocial
behavior, which is the type of behavior that is beneficial to this society, while pointing out that
non violent games can also increase aggressive behavior in adolescents. But they still do not see
a point in taking away positive media because based on the data and the argument the provide, it
is clear that negative media has a greater impact.
This article contribute to my research paper because the purpose of my paper is to find
out how violent media negatively affects mental health. The research in this article provides
information that will help to strengthen my argument because it supports my thesis. The visual
graphs help further my understanding and strengthen my viewpoint so that my argument can also
be stronger. Overall this is a significant first source to use in my research paper.
Collier, Joel E., et al. “Exposure of Violent Video Games to Children and Public Policy
Implications.” Journal of Public Policy & Marketing, vol. 27, no. 1, 2008, pp. 107–112. JSTOR,
JSTOR, www.jstor.org/stable/25651584.
This article is mainly about the steps that are needed to get violent video game sales
restricted so that only adults may buy them, and not minors. The authors go into detail about
how the video game market is steadily increasing and that it is easy for children to access games
such as Grand Theft Auto through parents and the internet. Since video game violence affects
young minds, it is a good idea for the sales to be restricted and it seems as though many people
have tried to get limit games sales since over the years there have been cases opened on this topic
and bills supporting this topic were almost passed.
Both of the authors do a great job at supporting their major points. The tone suggests that
they are seriously concerned about children having easy access to media that may affect the way
they grow up and the behavior they exhibit. I think the authors could have been less biased, it
seems as though they were more focused on getting video games banished. They could have
structured the argument more towards why only violent video games should be restricted and
that non-violent video games are not as much of a problem.
This article’s argument relates to my argument because it proves that there have been
attempts at trying to get video games restricted. The article goes on to support my thesis about
why young adults who play video games tend to become mentally affected. It fits with my
research paper because I could talk about how aggression has been proven. The facts brought up
in this article can be used in my paper to show the level of research that has been done to the
point where this issue has been brought to the government to try and change the type f video
games children play so that the way they grow up to be may possibly change.
Sternheimer, Karen. “Do Video Games Kill?” Contexts, vol. 6, no. 1, 2007, pp. 13–17. JSTOR,
JSTOR, www.jstor.org/stable/41802732.
Do Video Games Kill is an article that answers the titles question. It is clear that after
reading this, the author has very strong reasons to believe that the answer is yes. Her main point
is that ever since violent video games reached the market, killings have skyrocketed and she uses
many informative statistics to prove it.
Karen Sternheimer supports her argument well by using supportive evidence. She uses
recent research; starting from 1993, to point out the growing numbers of violence in the
adolescent community and how violent media is linked to it. She isn't biased and uses evidence
to prove that the arguments that state video games violence has nothing to do with killings, are
wrong. This is definitely a strong well rounded argument.
This source will prove to be useful because it touches on other aspects of my thesis. It
goes into slight detail about how over time, a child’s mental state is affected when they become
accustomed to playing video games. It also adds to the main point in my argument that violent
video games are causes of children growing comfortably into aggressive behavior.
Anderson, Craig A., et al. “The Influence of Media Violence on Youth.” Psychological Science
in the Public Interest, vol. 4, no. 3, 2003, pp. 81–110. JSTOR, JSTOR,
www.jstor.org/stable/40059680.
This source discusses specific effects of media violence that are both immediate and long
term. They use past and present research to state their position. One of the main ideas is how
there are effects that cause children to become physical aggressive, verbally agressive, or both.
It’s not only video game violence that the authors’ provided data for. Data regarding television is
also analyzed.
The authors have a well constructed argument. Many examples and sources of data are
provided to provide how and why brutal images from everyday media are causing a heavy
influence on anyone who views them, more specifically, children and teens. The tone throughout
the article feels serious with there being many back to back sources and point throughout all
thirty pages.
This is a useful source because it provides more information then previous sources that I
have read. There is also a lot more to talk about regarding this source because my thesis is
centered around violent media and there are continuous points on how it is not just video games
that are the problem, this way I have more to write about.
Sheese, Brad E., and William G. Graziano. “Deciding to Defect: The Effects of Video-Game
Violence on Cooperative Behavior.” Psychological Science, vol. 16, no. 5, 2005, pp. 354–357.
JSTOR, JSTOR, www.jstor.org/stable/40064229.
This article is about researchers that did an experiment on randomly selected participants
involving video game violence to see how they would react. The study evaluated how videogame violence affected the decisions to behave cooperatively or competitively. As expected, the
results were that participants in the violent game were more likely to become competitive then
the non-violent game participants.
I believe that the authors and conductors of this experiment were very thorough when
doing the experiment. All variables seemed to be controlled and it made sense the way the
experiment was conducted. Based on their tone, they seemed very convinced that type of video
games that the children were playing had a vital role in the way the kids made their decision and
the way they chose to act.
This article has proven itself to be helpful to my research paper because I can use the
results of the experiment to further my argument. The study from this article shows how violent
media effects the choices the participants made, therefore having mental changes occur in their
minds. This is important because I can use it as an example and discuss my argument further.
Download