You are on page 1of 8

Erick Garcia

RWS 1301
03/26/15

Cheryl K. Olson, Lawrence A. Kutner, Lee Baer, Eugene V. Beresin, Dorothy E. Warner, and
Armand M. Nicholi II (2009) M-rated video games and aggressive or problem
behavior

among young adolescents. Applied Developmental Science,13(4), (188

198)
The study conducted in the Massachusetts aimed to discover the link between exposure to
violent video games and adolescents exhibiting bad behavior. This was done by exposing
1,254 teenagers to mature rated games and analyzing how much they were exposed to it
and finding a pattern between different exposure times and different behaviors.
Ultimately it was found that higher exposure causes more aggressive behavior.
Aggressive behavior such as bullying and being involved in more fights between peers.

This study was done because in a community where video games and electronic devices
are simply becoming a part of a persons everyday life it is only to be expected that a
teenager is affected by so much exposure to such violent forms of media. This source
provides concrete evidence regarding the issue of whether violent video games affect
people.

For the purpose of future assignments this source can be used to discuss one the opposing
viewpoints on the violent video games issue.

Erick Garcia
RWS 1301
03/26/15

Adrienne Holz Ivory and Christine E. Kaestle (April 1, 2013) The effects of profanity in violent
video games on players hostile expectations, aggressive thoughts and feelings, and other
responses. Journal of Broadcasting & Electronic Media (224-241).
This study takes a different approach to violence in video games, whereas some studies
focus on physical violence this study focuses on verbal violence which is still a big issue with
teenagers. The study begins by analyzing the words used by the protagonist of various video
games who use frequent profanity and then examine whether this affects the people who are
constantly expose to it. Findings in the study suggest that such profanity does end up affecting
the subjects.
This study was done because since most studies study focus on studying the physical
violence on video games, no one really focuses on how profanity affects the user and how it
affects the person playing it. This source shows solid evidence regarding whether violence
whether it is physical or verbal is still an issue. This study will be a good way to examine how
whether violence affect people.
This source will be very helpful when working on future assignments that discuss the
issue of video game violence.

Erick Garcia
RWS 1301
03/26/15

Clemente, M. Espinosa, P. (2013). Self-transcendence and self-oriented perspective as mediators


between video game playing and aggressive behavior in teenagers. Journal of Community &
Applied Social Psychology. 23, (6880)
The authors Pablo Espinosa and Miguel Clemente purpose for the study they conducted
in teens between the ages of 12-18 was to prove not whether violent video games cause
aggressive behavior in teenagers but whether their own beliefs and the way they act in the
outside world affect how much more aggressive they become when exposed to violent video
games. The authors did this by asking various questions to the subjects on how much they are
exposed to video games and how much said video games have. Also the subjects were asked to
answer a questionnaire on different situation and rate them on how much their own values relate
to those situations. The amount of time exposed to video games seemed more relevant to the
number of different video games played was. All this was done with the intention of discovering
whether video games make all teenagers violent or if it all depends on their personal beliefs and
how they were raised.

The authors study was conducted using a simply survey performed on various students
instead of an actual experiment so the validity of the data they presented might not be one
hundred percent accurate. Compared to other sources on this topic, this article should be
considered but it should not be the base of a research paper.

For the assignments following in the near future this source can be a good place to begin
a discussion on the actual effect of violent video games.

Erick Garcia
RWS 1301
03/26/15

Greitemeyer,T. McLatchie, N.(2011) Denying humanness to others: a newly discovered


mechanism by which violent video games increase aggressive behavior. Psychological Science.
22(5) (p.659665.)
The authors of this study Tobias Greitemeyer and Neil McLatchie aimed to prove the
hypothesis of a new way that video games can cause aggressive behavior on those exposed to
them. This is the dehumanization of the victim which means that seeing someone as less than
human might cause the aggressor to be more prone to act violently towards the victim. This was
done by assigning three groups of people to three different kinds of video games one violent,
neutral, and one non-violent. After 15 minutes of exposure to the different video games the
participants were asked various question regarding humanization. Which involved deciding
whether certain groups contained human or nonhuman traits. At the end of the study it was
discovered that the ones exposed to the violent video games usually assigned some of the groups
with more nonhuman traits than the neutral and nonviolent group.

The purpose of the experiment done by Tobias Greitemeyer and Neil McLatchie tries to
prove of a new way that video games might cause aggressive behavior on those exposed to it.
However, it still focuses on the act of whether video games do cause violent behavior on
individuals who actively are engaged in them. This article is a strong source of evidence toward
one of the points of view on the issue of violent video games.

For future use this article can be extremely useful in the arguing one of the points of view
of the issue at hand of violent video games causing violent behavior.

Erick Garcia
RWS 1301
03/26/15

Carnagey, N. Anderson, C. (2005) The effects of reward and punishment in violent video games
on aggressive affect, cognition, and behavior. Psychological Science. 16:11 (p.882-889.)

The experiment conducted by Nicholas L. Carnagey and Craig A. Anderson aims to


prove whether rewarding or punishing violent behavior in video games causes those exposed to it
become more aggressive and exhibit more aggressive thinking and behavior. Subjects were
exposed to three versions of the same racing video game. One where violent behavior was
rewarded, one where violent behavior was penalized, and one were the ability to commit violent
acts was non-existent. The ones exposed to the game where violent behavior was rewarded
showed more aggressive behavior, the ones exposed to the game where violent behavior was
penalized showed a more hostile behavior but never got to a point where there was any
aggressive behavior. While the result of the ones exposed to the one where violence was
nonexistent was uncorrelated and showed no significant pattern. The results showed that for the
rewarding of violent acts the subjects were more prone to exhibit violent behavior than those to
who it was punished for and those who were unable to perform them.

This experiment was performed with the sole purpose of discovering a correlation
between having violent behaviors be rewarded in video gamed and subjects actually showing
violent behavior in real life. Compared to other sources this article is very credible considering
the fact an actual experiment was conducted. However, it may be irrelevant now since as of this
date it is ten years old.
This article can be used to discuss the argument that not all violent video games cause
violent behavior in those exposed to it.

Erick Garcia
RWS 1301
03/26/15

Hasan,Y. Begue, L. Bushman, B. (2013) Violent video games stress people out and make them
more aggressive. Aggressive Behavior. 39. (64-70.)

The purpose of the experiment conducted by the authors Youssef Hasan, Laurent Begue,
and Brad J. Bushman is to find evidence of another way that violent video games might cause
violent behavior in real life to those who are exposed to them. The authors hypothesized that
stress was one of the factors in determining whether violent video game cause violent behavior.
The experiment was conducted by having the subjects playing some violent video game and
measuring their heart rate while playing and after playing. After being exposed to violent video
games for a period of time of twenty minutes the subjects were able to send a loud noise to
another one of the subject with the duration and intensity of said sound being up to the subject,
this representing aggressive behavior. The results concluded that violent video games did in fact
stress some of the subjects and those who were stressed did show more violent behavior towards
the other subjects. This shows a positive correlation between higher stress occurring during and
after playing violent video games and aggressive behavior in real life.

This experiment was done in order to discover another way that violent video games
make people more violet. The article argues and shows evidence to prove that stress is one such
factor. This article compared to other source can be useful in explaining one of the stands in the
issue of video game violence.

Since this source still talks about how video game violence causes violent behavior then
it will be very useful when writing about the video game violence issue.

Erick Garcia
RWS 1301
03/26/15

Markoff, S. (2014, September, 6) Do Violent Video Games Contribute to Youth Violence?.


Procon.org retrieved March 20, 2015, from http://videogames.procon.org/
This website focuses on various controversies and is dedicated to informing people of the
opposing argument s of various issues. The website provides the reader with information
regarding an issue, if that information happens to be only one sided it does not mean that the
website is biased it simply means that that is the only information the organization could find.
One such example of this is the section the website has one video game violence and its effect on
people. This specific section of the page gives reader pros and cons about the issue of whether
video game violence causes people to act more aggressively or whether it has no negative effect
on them and it actually has some positive effects on those people exposed to it. One of them
being that playing violent video games actually acts as release of violent impulses which keeps
people from actually acting violently in real life.

This website is a really good source because since all the information that is being
presented is unbiased compared to other sources of this topic because most are sort of biased.
This can be a good source to use on research since the information given for this topic is plenty
and provides information for both sides of the argument of whether violent video games make
people act violently in real life.

To write a paper on whether video games cause violent behavior using this webpage as a
source would be the wisest thing to do since it provides plenty of information.

Erick Garcia
RWS 1301
03/26/15

Park, A. March 24, 2014. Little By Little, Violent Video Games Make Us More Aggressive.
Time. Retrieved from http://time.com/34075/how-violent-video-games-change-kids-attitudesabout-aggression/
This magazine article begins to talk about how the issue of whether video game violence
affects people negatively began. It goes by explaining various incidents where acts of violence
are traced back to the perpetrators being avid gamers. And since most of the popular video games
are violent people quickly made the correlation that it is playing those violent video games that
causes people to act violently towards others. The article then continues to talk about this by
looking at different articles that have done research on this topic to further enhance the argument
that the article is trying to make. This article is trying to prove that violent video games do in fact
cause violent behavior.

The purpose of this magazine article was to persuade the reader that video games do
cause violent behavior on people who are exposed to them. However, this article does use
research to prove its point which means that it is not completely biased so it can be trusted to be
used in research.

This article might be good for acquiring information on the subject regarding video game
violence and whether it does affect children.

You might also like