Annotated Bibliography.
Ferguson, Christopher J., and Cheryl K. Olson. "Video Game Violence Use Among “Vulnerable” Populations: The Impact of Violent Games on Delinquency and Bullying Among Children with Clinically Elevated Depression or Attention Deficit Symptoms." Journal of youth and adolescence 43.1 (2014): 127-136.
Greitemeyer, Tobias. "Intense acts of violence during video game play make daily life aggression appear innocuous: A new mechanism why violent video games increase aggression." Journal of Experimental Social Psychology 50 (2014): 52-56. Ferguson, Christopher John. "Action Game Experimental Evidence for Effects on Aggression and Visuospatial Cognition: Similarities, Differences, and One Rather Foolish Question." Frontiers in Psychology 5 (2014): 88. Greitemeyer, Tobias, and Dirk O. Mügge. "Video Games Do Affect Social Outcomes A Meta-Analytic Review of the Effects of Violent and Prosocial Video Game Play." Personality and Social Psychology Bulletin (2014): 0146167213520459. Pohl, Carsten, et al. "Gaming to see: Action Video Gaming is associated with enhanced processing of masked stimuli." Name: Frontiers in Psychology 5 (2014): 70. Choo, Hyekyung, et al. "Parental Influences on Pathological Symptoms of Video-Gaming Among Children and Adolescents: A Prospective Study." Journal of Child and Family Studies (2014): 1-13. |
This article explains that evidence of the effect of violent media (including video games) on typical children and adolescents is scant. Instead, this research is focused on children with already clinically elevated mental health symptoms who may be predisposed to acts of anger, bullying, or delinquency. This article is important to my research because it establishes that the link between video games and violence in children may be minimal. It explains that though violent games may increase aggressive behaviors in the immediate short term, they may actually reduce a child's propensity to engage in bullying and similar behaviors.
This article explains that video games may actually desensitize gamers to violence, making their everyday actions seem completely normal when compared to what takes place in the games they play. This article is helpful to me because it explains a counterargument, that games can make people feel that some aggressive behaviors are not really so bad. However, correlation definitely does not equal causality so such data (that was even deemed barely statistically significant or not even at all) should be taken with a grain of salt. This article makes the important distinction of separating the terms "violent video game" and "action game." It explains that the term "action game" holds less of an emotional load but still remains unclear. I can use this when considering my research because it beings up a melodramatic point that the media throws around "violent video game" like it is nothing, pushing forward the stigma. As stated in the article, ALL games can be considered "violent," even something as harmless as Pac Man. This article puts forth the finding that video game play can have both positive and negative effects on social outcomes. However the so-called "aggressive behaviors" promoted by violent games might just be the excitement that comes with anything difficult or filled with action, like any movie or book. I feel it is important to compare games with their counterparts (which have much less of an overarching stigma associated with them). This article examines the link between playing video games and visual and cognitive processing. The study found that video game players have more efficient processing in these areas, which can be considered a "positive" impact of gaming as this ability can help with certain tasks associated with specific occupations. This article examines the topic of addiction surrounding video games. However it takes an interesting angle, hypothesizing and finding some evidence for the parent-child relationship being a predictor for pathological video game play. I can definitely use this when considering my research as I can examine how the parent-child relationship affects both the parents' and child's opinion of games. |