Professional Documents
Culture Documents
Robert Parmenter
LIBR-101-35079
Research Question: “Do video games promote violent tendencies and other negative effects in
Landmark cases/ court cases that sprung from perceived negative effects of videogames.
database
Citation:
INGRAM, JAY, and JOSEPH CANGEMI. “Video Games: Motivation, Effects, and Clinical
Implications on Self-Esteem.” College Student Journal, vol. 53, no. 1, Spring 2019, pp. 1–12.
EBSCOhost,search.ebscohost.com/login.aspx?direct=true&db=a9h&AN=136193456&site=ehos
t-live&scope=site.
Link:
https://sbcc.idm.oclc.org/login?url=https://search.ebscohost.com/login.aspx?direct=true&db=a9h
&AN=136193456&site=ehost-live&scope=site
Annotation:
In this article by Jay Ingram and Joseph Candemi from Western Kentucky University, some
background is given on gaming in general, the growth of the gaming industry, esports, and what
self-esteem means. After giving the background information they dive into the effects that
videogames have, such as PC gaming allowing for people to make connections and pursue
friendships that they wouldn’t normally have. A study was also conducted on 1000 gamers,
which found that games that gave them an experience of gaining experience or skill resulted in
the gamer’s sense of self-esteem, both in-game and out of game. In an earlier study, a similar
test was performed, however some of the test subjects did not enjoy the game or learning its
systems, and those that gave up or stopped playing early showed a drop in self-esteem and
general mood, whereas those that persevered and overcame the game’s systems showed
boosted self-esteem and mood. The entire article seems to take information from many different
studies and makes sure to give the reader a background on all the subjects covered so that the
reader can make informed decisions on the findings they shared. Quality and thoroughness
were quite high, and the purpose was to show the effects games could have on the self-esteem
of participants. This article will be quite useful for my research later on, as it gave me several
studies that directly tested the effects of games on people, this article coupled with the others I
will find, should allow me to make a complete picture on the effects of games on mood,
self-esteem, bad or good habits, beneficial and harmful psychological effects such as gaining
Citation:
Singh, Pankaj, et al. “Effect of Video and Mobile Games on Children’s Behavior.” Indian Journal
of Health & Wellbeing, vol. 7, no. 5, May 2016, pp. 488–492. EBSCOhost,
search.ebscohost.com/login.aspx?direct=true&db=a9h&AN=115683935&site=ehost-live&scope
=site.
Link:
https://sbcc.idm.oclc.org/login?url=https://search.ebscohost.com/login.aspx?direct=true&db=a9h
&AN=115683935&site=ehost-live&scope=site
Annotation:
In this article, the results of a study on the effects of games on children aged from 7-10 are
examined in much detail with many statistics for a multitude of different issues, such as effects
on sleep, eating habits, hyper behavior, social skills, motor skills, depression, anxiety, and
communication. For each category, an excerpt is written stating what the authors of this article
take the statistics to mean. In the end, it is stated that in general too much video games causes
a slew of negative effects, but also cites a study that shows that exact opposite conclusion. If I
ignore the grammatical issues here and there as relics of translation from another language,
then this article still has some issues that reduce the credibility of this article. Firstly, it seems
that every statistic was taken in the most negative way possible, even if the statistics weren’t
quite as severe as what they were saying. This, coupled with the intro and the one positive
source in the final paragraph leads me to believe that there is some inherent bias in this article.
The sample size was only 160 as well, so I am not sure that any accurate conclusions as to the
effects of video games on children could have been reached, at the very least not to the degree
that they seemed to elevate it to. Despite it not being very credible, it is undeniable that there
are cases where things do get this severe, and to act as if those negative aspects of video
games would be even more biased than they were. This article helped me outline what many of
the negative effects of videogames could be, as the effects studied are most likely not only
applicable to children.
I picked this source among the list I found as I was interested on what effects on children video
games could have, and while I am most likely going to take this study with a grain of salt, it did
outline a huge multitude of negative effects that do actually impact people, especially those who
play games in far excess. As with anything, it is important to not be too excessive in anything
Citation:
Anderson, Craig Alan, et al. Violent Video Game Effects on Children and Adolescents : Theory,
search.ebscohost.com/login.aspx?direct=true&db=nlebk&AN=191242&site=ehost-live&scope=si
te.
Link:
https://sbcc.idm.oclc.org/login?url=https://search.ebscohost.com/login.aspx?direct=true&db=nle
bk&AN=191242&site=ehost-live&scope=site
Annotation:
In “Violent Video Game Effects on Children and Adolescents : Theory, Research, and Public
Policy”, the author mainly talks about how violent video games ultimately impact violence in
children and adolescents by a substantial amount, and then backs up the statement with many
studies cited in the book. She goes on to mention that the reason why these studies aren’t that
accepted by the public is that people think that people think that those conducting the studies
were searching directly for negative results and as such should be ignored. She counters this by
saying that many of the studies are peer reviewed and are done by reputable sources, even
counting the ones she’s cited in the book. The ultimate take away from the book at the end is
that there should be greater restrictions in place to prevent those that are emotionally
susceptible to things like violent video games. She also gives advice on what parents or
guardians should do handling violent video games with their children, and things that can help
them make decisions such as not only letting the rating on the box of the game make your
decision. The book itself seems to be high in quality as it cites many different studies to support
its claim. This study helped my research as it showed many negative aspects that video games
can create.
When looking through the database, the effects of games on self-esteem seemed like it was a
Citation:
Source: Entertainment Software Association, “Essential Facts about Games and Violence,”
Link: www.theesa.com
Annotation: This image shows violent crime rate plotted against video game scales on a graph
over time from 1995-2015, and it at the very least shows that video games are not directly
causing violent crimes to increase. Its credible as it cites its sources at the bottom of the image