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Annotated Bibliography: violence in video games and its effect on real-world violence

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Annotated Bibliography: violence in video games and its effect on real-world violence

Azad, A. (2020). Video games unlikely to cause real-world violence, experts say. Retrieved 3 February 2020, from https://edition.cnn.com/2019/08/05/health/video-games-violence-explainer/index.html

The main topic addressed by Azad in this article is violence in video games and its effect on real-world violence. The central claims laid across are that little evidence exists to provide a reliable link between real-world violence and video games. The article claims that aggressive behavior and violence is in no way related to aggressive behavior – as per the results of a study. Extensive data has been used that ranges from studies to expert research. The strength of the argument presented is based on the broad scope of research on video game and real-world violence that covers various countries, contexts, and argumentative approaches. The article will be useful to my research as it presents a contrasting approach from the rest, which offers a solid comparative case for study. The specific information I would use would be the main point of the non-causal or influential impact of violent video games on aggression to serve the critical goal of presenting a balanced argument for my case.

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Bofey, P. (2020). Study Finds No Evidence That More Violent, Difficult Video Games Spur Aggression. Retrieved 3 February 2020, from https://www.psychologicalscience.org/publications/observer/obsonline/video-game-mechanics-aggression.html

The topic and subject of the article is that study and research has not found a direct relationship in the increasing levels of video game violence and difficulties on aggression. The author notes that studies and research have found a link in the level of violence and difficulty and aggression. The arguments within the article are solidly founded and supported by the study that is presented within. With data from 275 participants being used to come to this conclusion. The study is presented clearly and convincingly, which is a strength portrayed by the article. The source will be useful in my research as it supports the ideas and concepts that are characterized by another article in this study – thus will provide a stronger foundation for arguing and presenting my case and point of view. The specific information that will be useful will be study data and process as this will be used for comparison of conceptual ideas.

Isaak, A. (2020). Psychologists see violent video games differently than the rest of us. Retrieved 3 February 2020, from https://www.cnbc.com/2019/12/20/scientists-disagree-completely-on-the-impact-of-violent-video-games.html

The article deals with the question of the impact of video games with violent content on the public while offering some statistical data. Also, it presents an exciting approach that indicates that external factors could be affecting this discourse. For example, it cites that the stakes involved are high, considering the high-value industry that is the gaming industry. It presents some ideas that offer a great comparison and contrasting backdrop for this discourse. Another evident strength is the fact that it identifies various critical stakeholders that include the media, parents, politicians, the general public, and psychologists. The article uses statistical data to convey its argument and concept. The article will be useful in my research as it informs various differentiated approaches to the case, which ensures that the research and information presented is objective – as it changes the initial approach on the topic. The specific data that will be useful is the statistical and differentiated point of view concepts that will be useful in challenging and testing the validity of the other concepts.

Shao, R., & Wang, Y. (2019). The Relation of Violent Video Games to Adolescent Aggression: An Examination of Moderated Mediation Effect. Frontiers in Psychology10. doi: 10.3389/fpsyg.2019.00384

The primary idea is investigating and providing evidence on the detrimental effects and impacts of exposure to violence within video games. One of the central claims is that there is a positive correlation between adolescent aggression and exposure to violent video games. The methodology of the study is ethical with a suitable number of participants for the study. Various data collection tools are used to obtain data from the participants. The source will be necessary for my study as it portrays a significant element of research that is a comprehensive study. The data is well presented and therefore provides an important reference point for challenging and comparing inter-research findings in comparison with other articles. It takes on a compelling research-based argument that tries to identify the negative influence of violent video games, where other articles present counter-concepts. The primary data that will be used in research is the fundamental concept of the negative impact that is caused by exposure to violence in video games – the data and findings will also be critical in establishing the idea of the negativity of violence in videogames.

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