Running Head: Annotated Bibliography 1 Annotated Bibliography

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Running Head: Annotated Bibliography

Haley Steinhauser

Annotated Bibliography

Texas A&M University-Corpus Christi

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Annotated Bibliography

Gamers and gaming context: Relationships to critical thinking

Gerber , S.

, & Scott, L. (2011). Gamers and gaming context: Relationships to critical thinking.

British Journal Of Educational Technology, Available from Academic Search

Complete

This article shows a study that argues some games can help increase your critical thinking depositions. The study was done on gamers and non-gamers, as well as compared how different game genres required different skills. I believe this article is important for my research because it argues with some of the other articles I chose. That way you can get two sides of thoughts on gaming and how it affects its players. This article was written on November 5, 2011. Since it is so recent it will be great to use for up to date information. The two people that wrote this article are faculty in the informatics program at University at Buffalo.

The Role of Structural Characteristics in Video-Game, Play Motivation: A Q-Methodology

Study

Westwood, D., & Griffiths, M. D. (2010). The Role of Structural Characteristics in Video-

Game Play Motivation: A Q-Methodology Study. Available from Academic Search

Complete

This article identifies six different types of gamers. It gives you a summary of how the different types of gamers view their games and show the different characteristics of the gamers. This article is very important for my research because it shows me the different types of gamers. It will help people also understand that not all gamers are the same. This article was written in

2010, so it is pretty recent and up to date. One of the Authors, Mark D. Griffiths, works in the

International Gaming Research Unit (Psychology Division) at Nottingham Trent University.

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Annotated Bibliography

Problem Video Game Use and Dimensions of Psychopathology

Starcevic, V., Berle, D., Porter, G., & Fenech, P. (2011). Problem Video Game Use and

Dimensions of Psychopathology. International Journal Of Mental Health & Addiction.

Available from Academic Search Complete.

This article talks about how video gaming can seriously affect your mental well-being. The study shows how people who play video games have more aggression as well as other domains of psychopathology. I believe this article is important for my research because it shows you the negative side to gaming and how it affects people. This article was written July 7, 2010, so it is recent as well. The Authors are very credible when researching this topic because they have experience in the Department of Psychiatry or have studied anxiety and other mental health issues.

A survey of video game players in a public, urban research university

Thirunarayanan, M. O., Vilchez, M., Abreu, L., Ledesma, C., & Lopez, S. (2010). A survey of video game players in a public, urban research university. Educational Media

International. Available from Academic Search Complete.

This article discusses both the positive and negative effects of video gaming. It is important for my research because it looks at different genders as well as age and race so that we can compare and see if the aspects make a difference in the results. It also looks at how it affects our life skills and how playing video games might affect these skills. This article was written September 9,

2010 which is recent and up to date. The Authors that wrote this article are from Florida

International University. It did not state what department they are from, but the article was published in Educational Media International.

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Annotated Bibliography

The Role of Structural Characteristics in Problematic Video Game Play: An Empirical

Study.

King, D. L., Delfabbro, P. H., & Griffiths, M. D. (2011). The Role of Structural

Characteristics in Problematic Video Game Play: An Empirical Study. International

Journal Of Mental Health & Addiction. Available from Academic Search Complete.

This article shows that structural Characteristic played a bigger role in problematic gaming than factors such a gender, age, race, and time spent playing the video games. This article looks at how earning achievements or how the content of the game would be defined as enjoyment, important or behavioral. Since I am a psychology major I really wanted to add aspects of psychology into my research. This shows how video games affect you not looking at gender, age, race, but by looking at the game itself. This article was written August 7, 2010 so it is up to date and recent. The Authors both have experience in psychology and one of them is in the international gaming research unit, so they are very credible when talking about this.

Problematic Video Game Play in a College Sample and Its Relationship to Time

Management Skills and Attention-Deficit/Hyperactivity Disorder Symptomology.

Tolchinsky, A., & Jefferson, S. D. (2011). Problematic Video Game Play in a College

Sample and Its Relationship to Time Management Skills and Attention-

Deficit/Hyperactivity Disorder Symptomology. Cyberpsychology, Behavior & Social

Networking. Available from Academic Search Complete.

In this article it looks at how video games affect men and women to see if it inhibits time management and it it causes or increases the symptoms of ADHD. It asks in this article if problematic video game playing is just poor time management skills. I think this is a great

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Annotated Bibliography question to bring into my research it really makes you think. If not time management, then what?

I believe the articles I chose to research will answer this for my audience. This article was written in 2011 so it is up to date and very recent. One of the authors works in the psychology department at Eastern Michigan University, so he is very credible to be doing research in a psychological point of view.

The Psychological Study of Video Game Players: Methodological Challenges and Practical

Advice

King, D., Delfabbro, P., & Griffiths, M. (2009). The Psychological Study of Video Game

Players: Methodological Challenges and Practical Advice. International Journal Of Mental

Health & Addiction. Available from Academic Search Complete.

This article talks about the best way to study video games and its players. It also looks at the different ways you need to approach the gaming world. A lot of gamers look at researches in disgust because they believe they are trying to blame all the world problems on video games.

This article will come in handy so that I will know how to go about my study so that I don’t offend any gamers. It also gives good pointers on what to research. This article was published

February 12, 2009. So it is not as recent as my other articles, but recent enough to be of good use to my study. The authors of this article have worked in psychology and one of them is in the international gaming research unit at Nottingham Trent University.

Sex Differences and Similarities in Video Game Experience, Preferences, and Self-Efficacy:

Implications for the Gaming Industry

Terlecki, M., Brown, J., Harner-Steciw, L., Irvin-Hannum, J., Marchetto-Ryan, N., Ruhl,

L., & Wiggins, J. (2011). Sex Differences and Similarities in Video Game Experience,

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Annotated Bibliography

Preferences, and Self-Efficacy: Implications for the Gaming Industry. Current Psychology.

Available from Academic Search Complete.

This article is about how the different genders play video games. It shows their preference and how the genders view video gaming. They found that there is a Female gaming population even though it is favored by males. This article was published December 1, 2010 therefore it is recent and up to date. The authors are part of the Psychology department at Cabrini College therefore are credible to do the research in a psychological point of view.

From the Playroom to the Classroom: Children's Views of Video Game Play and Academic

Learning.

Blumberg, F. C., & Altschuler, E. (2011). From the Playroom to the Classroom: Children's

Views of Video Game Play and Academic Learning. Child Development Perspectives.

Available from Academic Search Complete.

This articles gives the viewpoint of adolescents on video gaming. The study explored what adolescents thought of video games and how they compared it to their schooling. They compared how academics and video games both challenged them and also helped them master things. This article was written in 2011 therefore it is very recent and up to date. It will be very helpful to see not just adult views of video games but also the view of adolescents.

How Youth Preferences in Video Gaming can Inform 21st Century Education

Trespalacios, J., Chamberlin, B., & Gallagher, R. (2011). Collaboration, Engagement &

Fun: How Youth Preferences in Video Gaming can Inform 21st Century Education.

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Annotated Bibliography

Techtrends: Linking Research & Practice To Improve Learning. Available from Academic

Search Complete.

This article gives the viewpoints of middle-schoolers. It shows what middle-schooler preferences are how they like to play the video games. This article also helps you to realize how video games are helping us acquire 21 st century skills. Once again this is important for my research because it gives a new viewpoint and it helps argue my point if video games do more good than bad. This article was published in 2011 therefore it is recent and up to date. The authors have experience in media and education therefore is credible when writing about this topic.

Looking for my corpse: Video games and player positioning

Bradford, C. (2010). Looking for my corpse: Video games and player positioning.

Australian Journal Of Language & Literacy. Available from Academic Search Complete.

This article looks at society’s view point of video games. It looks at how the story of the video game can shape and affect the player. It talks about the authors viewpoint on how it’s a mixture of different things ranging from narrative to energetic action. This is very important in my research to see what society thinks about video games and how people believe society made video games to shape a person. This article was published in 2010 therefore is recent and up to date. The author of this article is in the school of communication and creative arts at Deakin

University.

The Good, the Bad and the Ugly: A Meta-analytic Review of Positive and Negative Effects of Violent Video Games.

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Annotated Bibliography

Ferguson, C. (2007). The Good, The Bad and the Ugly: A Meta-analytic Review of Positive and Negative Effects of Violent Video Games. Psychiatric Quarterly. Available from

Academic Search Complete.

This article looks at both the positive and the negative effects of video games. It looks how the negative is the violence and the aggression while the positive is the 21 st century skills that become acquired. This article is very important for my research because I can see the positive and the negative side by side so that I can compare them. This article was published in 2007 so it is not that recent so it will be good to compare to a more recent article to see if the viewpoints have changed. The author studied behavioral, applied science and criminal justice at Texas A&M

International University.

THE INFLUENCE OF SERVICE QUALITY ON GAMER LOYALTY IN MASSIVELY

MULTIPLAYER ONLINE ROLE-PLAYING GAMES.

YA-PING, C., DONG-HONG, Z., & HO SIMON, W. (2011). THE INFLUENCE OF

SERVICE QUALITY ON GAMER LOYALTY IN MASSIVELY MULTIPLAYER

ONLINE ROLE-PLAYING GAMES. Social Behavior & Personality: An International

Journal. Available from Academic Search Complete.

This article talks about how the loyalty of gamers is decided on first-hand experience from the company. If the gamer thinks the game is enjoyable the company has usually earned the gamers loyalty. It talks about how interaction has direct affect in their loyalty. This article was published in 2011 so it is recent and up to date. The research for this article was financed by the National

Natural Science Foundation of China therefore the authors must be credible.

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Annotated Bibliography

Gaming Across Different Consoles: Exploring the Influence of Control Scheme on Game-

Player Enjoyment.

Limperos, A. M., Schmierbach, M. G., Kegerise, A. D., & Dardis, F. E. (2011). Gaming

Across Different Consoles: Exploring the Influence of Control Scheme on Game-Player

Enjoyment. Cyberpsychology, Behavior & Social Networking. Available from Academic

Search Complete.

This article looks at how the different consoles give off different levels of enjoyment. It looks at how the control schemes are different and how the players react to that and if a control scheme is more enjoyable or comfortable for the player than the other. The studied multiple consoles from the PlayStation 2 to the Wii. This article is important because it shows the different consoles and what video gamers preferences are. This article was published in 2011, therefore is very recent and up to date. The authors are from the college of communications at Penn State University.

Big Breasts and Bad Guys: Depictions of Gender and Race in Video Games.

Dickerman, C., Christensen, J., & Kerl-McClain, S. (2008). Big Breasts and Bad Guys:

Depictions of Gender and Race in Video Games. Journal Of Creativity In Mental Health.

Available from Academic Search Complete.

This article looks at how video games see gender and race. It talks about how women characters are scarce in games and if they are used they are usually portrayed in a very sexual way. It also looks at race and how video games hardly used people of color in the past and if they did use people of color it was usually in a derogatory or inappropriate way. I thought this article was great for research because it shows how even video games and their makers use stereotypes. This article was published in 2008, so it’s not super recent but it is very informative.

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