Sign In
Not register? Register Now!
You are here: HomeResearch PaperSocial Sciences
Pages:
6 pages/≈1650 words
Sources:
10 Sources
Level:
MLA
Subject:
Social Sciences
Type:
Research Paper
Language:
English (U.S.)
Document:
MS Word
Date:
Total cost:
$ 25.92
Topic:

The Detrimental Effects of Violent Video Games Research (Research Paper Sample)

Instructions:

TASK: COME UP WITH A PROSPECTUS AND TEN ANNOTATED BIBLIOGRAPHIES CONCERNING VIDEO GAME VIOLENCE
SAMPLE: THE SAMPLE STARTS OF DESCRIBING THE IMPORTANCE OF THE TOPIC IN THE CONTEMPORARY SOCIETY IN THE PROSPECTUS THEN GOES FORWARD TO PROVIDE A VIVID DESCRIPTION ON 10 BIBLIOGRAPHIES THROUGH ANNOTATIONS.

source..
Content:
Name:
Instructor:
Course:
Date:
Video Game Violence
PROSPECTUS
Video game violence has been a central subject of concern lately for good reasons at least. Numerous cases such as the increased number of gun violence in the United States and the adjudged reduction in social skills are few among many. Many scientists all over the world have previously examined and are still evaluating the impact of video game exposure on the thoughts, feelings and physiological behaviors of the gamers. This paper aims to provide more information on the perceived video game violence and documents on the mitigation strategies before conclusive results of the relationship are established.
The need for this research is not for the total elimination of video games but to alert developers of the consequences and convince them of the need to put measures that consider the repercussions. Along the same lines, this research will hopefully be used as a core reference point for developers to ascertain the controversy claims and seek to change their point of view. Being a video gamer, I have played both violent and non-violent games, and admittedly it is difficult to tell the self-impact without expert eyes. Therefore, it is understandable for the gamers who love to play to protest against these changes. Conversely, many studies have been carried out on the same with consistent results, and thus, I am convinced that violent video games do influence the physiological behavior of the gamer
ANNOTATED BIBLIOGRAPHY
ADDIN Mendeley Bibliography CSL_BIBLIOGRAPHY Ferguson, Christopher J. "Is Video Game Violence Bad?" Psychologist 27.5 (2014): 324–327. Print.
In his article, Ferguson purports to confirm the detrimental effects of violent video games. In many respects, the author brings in a new perspective into light by developing heretical models of physiological effects of the games, mass shootings, and the public’s mental state. According to the article, the proponents of video games have taken to the streets other causes of the mass shooting including the public health crisis as a possible cause (Ferguson). Property of the British Psychologists Society the publication presents credible analysis from the well-researched secondary material as well as primary research trials. The objectives of the primary research conducted concur with the objectives of the paper and its use made perfect sense.
ADDIN Mendeley Bibliography CSL_BIBLIOGRAPHY Bartholow, Bruce D., Marc A. Sestir, and Edward B. Davis. "Correlates and Consequences of Exposure to Video Game Violence: Hostile Personality, Empathy, and Aggressive Behavior." Personality and Social Psychology Bulletin 31.11 (2005): 1573–1586. Web.
Bartholow, Sestir, and Davis share the same sentiments with Ferguson on the opinion that violent video game increases the aggression of the participant. However (Bartholow, Sestir, and Davis) affirms that the mechanisms involved and the short and long-term difference are rather elusive. In accordance with the article, a section of the participants that were exposed to violent video games exhibited higher levels of aggression that those from non-violent video games. The findings concluded that repeated exposure affects empathy, hostility thereby causing the aggression. The credibility of the sources is backed up by the primary research conducted by the author in which all variables were controlled and a conclusion drawn based on long- term meditational analysis.
Bösche, Wolfgang. "Violent Video Games Prime Both Aggressive and Positive Cognitions." Journal of Media Psychology 22.4 (2010): 139–146. Web.
This journal by Bosche addresses the gaps in initial studies. It tries to bring in a new concept of val-enced test stimuli, which is rarely used in such studies. If used appropriately, this type of stimuli can provide vital information concerning emotional response to virtual violence. Bosche references Carnagey’s General Aggression Model (GAM) that talks of normal negative reactions being elicited in the wake of violence. Meanwhile, the playing of violent video games can also be interpreted as engaging in positive val-enced playful fighting behavior. The author solidified his concepts concerning the topic by carrying out a test to establish the linkage between prime positive concepts and violent video games and violent video games. The results obtained showed that the violent video games enhanced primed aggressive concepts and at the same time raised positive concepts. This source greatly challenges other sources on the idea that video games solely stimulate negative concepts.
Adachi, P. J C, and Teena Willoughby. "The Effect of Violent Video Games on Aggression: Is It More than Just the Violence?" Aggression and Violent Behavior 2011: 55–62. Web.
This source draws from another perspective where it takes into account a couple of factors. Based on an experimental research that was conducted, high levels of aggressive cognition, short-term aggressive behavior, and physiological arousal were manifested in those playing violent video games. However, the same cannot be said for non-violent video games as they exhibit different characteristics. Just like the other sources, this one does not take into account unmatched factors that go beyond the actual violent content namely the pace of action, difficulty and the terms of competitiveness of the games. Such is the gap that needs to be addressed by future researchers in violent video game literature.
Anderson, C a, and B 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 : a journal of the American Psychological Society / APS 12.5 (2001): 353–359. Web.
This source provides a cumulative perspective on the violent video games by factoring in a number of issues most of them being the negative consequences. Anderson and Bushman start of by a meta-analytic review of the research literature on video game violence which affirms that violent video games use have led to a corresponding increase in aggressive behavior both in young adults and children. The findings obtained reveal that aggression related feeling and thought can be linked to violent video games as well as a decrease in pro-social behavior. Anderson, a physiological expert wrote the article depending on the cases of aggression cases she handled. The increased cases gave her insight into the subject matter.
Anderson, Craig A. "An Update on the Effects of Playing Violent Video Games." Journal of Adolescence 2004: 113–122. Web.
This article kicks off with a brief overview of the existing literature regarding the influence of violent video games on the young minds. It factors in a lot of studies including experimental studies which have revealed a causal relationship between aggressive cognition and violent video games. Anderson also explores correctional studies that have also brought to light a significant linkage to real-world type of aggression. Backed by the association of professional services for adolescents, Anderson concludes that initial meta-analytic studies regarding video game violence underestimate the true impact of observed perilous effects on affect, cognition, and behavior.
Uhlmann, Eric, and Jane Swanson. "Exposure to Violent Video Games Increases Automatic Aggressiveness." Journal of Adolescence 27.1 (2004): 41–52. Web.
This journal of adolescence examines the effects violent video games have on automatic association using a sample of 121 students. After playing the violent video game-Doom, the participants ended up associating themselves with aggressive actions and traits that were analyzed through the Implicit Association Test. Furthermore, prior exposure to such games predicted automatic aggressive behavior (Uhlmann). The results obtained suggested that exposure to the violent video games can automatically impart aggressive self-views. Uhlmann’s article can be depended upon because of the variety of subjects he took while conducting the physiological change experiment. The author also used many games to test how much their influence was, independently.
Jansz, Jeroen. "The Emotional Appeal of Violent Video Games for Adolescent Males." Communication Theory 2005: 219–241. Web.
Jansz proposes a theoretical explanation on why violent video games area saw popular among the adolescent male gamers. This source carefully uses theories about emotion and media as a means of coming up with a model to describe the emotions elicited because of playing violent video games. The fact that the gamer is largely in control of the game they can go ahead and select whatever emotional situation he or she seeks to confront. Jansz goes further to say that such freedom is not only appealing but also attractive to the adolescents especially those who are in the midst of realizing their identity. In the eye of the adolescent this is a private and safe laboratory where they have the opportunity of experiencing an array of emotions, even those considered controversial in ordinary life.
Giumetti, Gary W., and Patrick M. Markey. "Violent Video Games and Anger as Predictors of Aggression." Journal of Re...
Get the Whole Paper!
Not exactly what you need?
Do you need a custom essay? Order right now:

Other Topics:

  • The Sustainability for Clean Water Project in Ethiopia
    Description: Lack of the necessary skilled labor required to operate the machines for drilling and other so that the time required to complete the project....
    1 page/≈275 words| 1 Source | MLA | Social Sciences | Research Paper |
  • Application of Current Times Vertical Farming Research
    Description: Vertical farming is a concept of farming that was introduced in the early 1900. This method of farming involves rearing plant life on vertical surfaces more...
    1 page/≈550 words| 3 Sources | MLA | Social Sciences | Research Paper |
  • Psychology from the Newspaper, Magazine, or the Internet
    Description: The paper explores the function and involvement of brain regions and ventral striatum in both learning and anxiety during aversive contextual conditioning. ...
    3 pages/≈825 words| 2 Sources | MLA | Social Sciences | Research Paper |
Need a Custom Essay Written?
First time 15% Discount!