Essay Instructions: This is my annoted bibliography I wrote, the sources are not required they are just reccomendations. The essay needs to be a argument essay, with my stance being that violence in video games does effect adolescents.
Berger, Arthur Asa. Video Games : A Popular Culture Phenomenon. New York: Transaction, 2002. Discusses the social, psychological, and cultural significance of video games on modern society primarily teenagers. Primarily focuses on the impact of adventure or action-adventure video games. Including, but not limited to the role video games play on the lives of teenagers, a bio-psycho analysis of the video game phenomenon, and the impact of four video games considered to be important action-adventure games; Myst, Riven, Tomb Raider, and Half-Life.
Carnagae, Nicholas L. "In Video Games, Not All Mayhem Is Created Equal." PyscologicalScience.org. 30 Nov. 2005. Association for Psychological Science. 15 Oct. 2008 . Discusses How rewarded hostility and violence in video games leads to violence in real life situations. Gives reference to studies done in which participants were placed either playing violent or non violent games. A series of tests was then done which showed that the subjects that participated in the violent games had a higher level of hostility than those who participated in the more docile games.
Delp, Christopher A. Boy Toys: The Construction of Gendered and Racialized Identities in Video Games. Deborah Dixon, 1997. Examines the construction of gender and racial identities in video games, arguing that landscapes play a primary role in distinguishing masculine, feminine, and racial identities of video game characters. The book also relates how these aspects of the video game can also be related to the players in the "Real World"
Gee, James Paul. What Video Games Have to Teach Us about Learning and Literacy. New York: Palgrave Macmillan Limited, 2003. Discusses the complexity of video games and how by giving the video games puzzles to solve or requiring them to maintain a complex entity, such as a army, the game is giving attributes to the player that can be demonstrated or executed in a real world situation. The author’s primary focus is on the player taking on the role of a fantasy character, but also takes on third person creators and first person shooters.
Gros, Begona. "The Impact of Digital Games in Education." First Monday. 23 June 2003. 15 Oct. 2008 . Main topic of discussion is the possibility of virtual learning being more advantageous than standard learning. Digital learning is more flexible, easier to distribute, and is easy to adapt to. States that people acquire digital literacy through the playing of video games, and that neither schools nor other education institutions take this into account.
Mcrae, Tegan. "The impact of video games on society." Helium. 15 Oct. 2008 . Discusses how video games have caused the general public to become desensitized to such things as street violence, or death. The page discusses how accustomed we as a generalization have become so accustomed to violence, and if it is a good, a bad, or a neutral desensitization.
Nauert, Rick. "Violent Video Games Leave Impact." PsychCentral. 14 June 2007. 15 Oct. 2008 . The page suggests that playing violent games leads to temporary effects on brain functions. It also discusses that "a new study has found that adolescents who play violent video games may exhibit emotional arousal and diminished control, focus and concentration." The page gives a example in which 44 adolescents played either a violent or a non-violent video game for 30 minutes while using a functional magnetic resonance emitter to study the effects that the games had on the brain.
Salen, Katie, ed. The Ecology of Games : Connecting Youth, Games, and Learning. New York: MIT P, 2007. Discusses the ecology of gaming including, but not limited to; reconnecting video game play to real world situations, the rhetoric of video games, and a case study of the collective intelligence in gaming. Also discusses the hidden agendas that game designers place into games, such as teaching a child something that can be applied to everyday life, without them realizing they are actually learning and not just playing a game.
"Violent video games leave teenagers emotionally aroused." RichardDawkins.net. 29 Nov. 2006. Radiological Society of North America. 15 Oct. 2008 . The page brings up a study that shows that as Naurt stated "adolescents who play violent video games may exhibit lingering effects on brain function, including increased activity in the region of the brain that governs emotional arousal and decreased activity in the brain's executive function, which is associated with control, focus and concentration." The page brings up the same case study that Nauert’s page did, but goes into more detail on the subject matter that the adolescents were exposed to.
Zhen, Albert. "The impact of video games on society." Helium. 15 Oct. 2008 . The page discusses the underlying effects of video games such as obesity and lack of physical intimacy. Also brings up a lack of respect while online, and depression due to online relationships in online multiplayer role playing games such as World of Warcraft or Everquest. The page also discusses the positive effects that gaming has including faster cognitive reflexes and higher computer proficiency