Children, Games, and Violence: Annotated Bibliography
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Children, Games, and Violence: Annotated Bibliography
Best, J. (1998). Too much fun: Toys as social problems and the interpretation of culture.
Title is centered and bold. After
Symbolic Interaction, 21(2), 197-212. https://doi.org/10.1525/si.199y8ou.2r1p.a2p.e1r9’s7title, use a colon (:)
and type Annotated Bibliography (unless instructor states otherwise).
Sociologist Joel Best argues that social anxiety about popular children's entertainment—
Indent entire annotation one-half inch
(0.5”).
especially that they might exert "dark" influence over—are not new. He points to newspaper and book commentaries dating back a century to demonstrate that these kinds of fears have been around for a long time. Back then, people worried about violent imagery in the cheap adventure novels sold to boys. In more recent times, the focus
shifted to movies and television, and it now hovers around violent video games. This
article is relevant to my paper because it asserts that violence in terms of children's
playtime and toys has been an on-going issue since before video games were invented,
which supports my claim that video games cannot be held responsible for aggressive
behaviors in children.
The annotation summarizes the
main points from
Poiter, G., & Starcevic, V. (2007). Are violent video games harmful? Australasian Psychtihaetrsoyu, rce and
15(5), 422-426. http://doi.org/10.1080/10398560701463343
explains why they are relevant to your
paper.
Psychiatric researchers Guy Poiter and Vladan Starcevic conducted a broad examination
of the literature on video games and aggression that was available in 2007 when this
article was published. Their analysis includes a study that found that adolescents who
play violent video games also exhibit more hostility and aggressive behavior through
fights, arguments, and poor school performance. The authors also reviewed studies
involving individuals playing violent video games in a laboratory setting that demonstrate
a connection between the video game play and aggressive feelings and behaviors. They
conclude that while available evidence does not demonstrate a direct causal connection
If annotation breaks into a second paragraph, indent an additional
one-half inch (0.5”).
between violent play and violent acts, it does suggest that violent play has the potential to worsen "hostile" and "antisocial” personal traits in individuals already possessing violent tendencies.
The research article is crucial to my claim of violet video games not being the cause of violence being made because it presents reasonable and scientifically-founded doubt that video games caused violence.
Be sure to find the required amount of scholarly or credible sources for your Annotated
Bibliography. Follow the instructions for your specific assignment. For help finding sources,
contact your university library.
Children, Games, and Violence: Annotated Bibliography
Best, J. (1998). Too much fun: Toys as social problems and the interpretation of culture.
Title is centered and bold. After
Symbolic Interaction, 21(2), 197-212. https://doi.org/10.1525/si.199y8ou.2r1p.a2p.e1r9’s7title, use a colon (:)
and type Annotated Bibliography (unless instructor states otherwise).
Sociologist Joel Best argues that social anxiety about popular children's entertainment—
Indent entire annotation one-half inch
(0.5”).
especially that they might exert "dark" influence over—are not new. He points to newspaper and book commentaries dating back a century to demonstrate that these kinds of fears have been around for a long time. Back then, people worried about violent imagery in the cheap adventure novels sold to boys. In more recent times, the focus
shifted to movies and television, and it now hovers around violent video games. This
article is relevant to my paper because it asserts that violence in terms of children's
playtime and toys has been an on-going issue since before video games were invented,
which supports my claim that video games cannot be held responsible for aggressive
behaviors in children.
The annotation summarizes the
main points from
Poiter, G., & Starcevic, V. (2007). Are violent video games harmful? Australasian Psychtihaetrsoyu, rce and
15(5), 422-426. http://doi.org/10.1080/10398560701463343
explains why they are relevant to your
paper.
Psychiatric researchers Guy Poiter and Vladan Starcevic conducted a broad examination
of the literature on video games and aggression that was available in 2007 when this
article was published. Their analysis includes a study that found that adolescents who
play violent video games also exhibit more hostility and aggressive behavior through
fights, arguments, and poor school performance. The authors also reviewed studies
involving individuals playing violent video games in a laboratory setting that demonstrate
a connection between the video game play and aggressive feelings and behaviors. They
conclude that while available evidence does not demonstrate a direct causal connection
If annotation breaks into a second paragraph, indent an additional
one-half inch (0.5”).
between violent play and violent acts, it does suggest that violent play has the potential to worsen "hostile" and "antisocial” personal traits in individuals already possessing violent tendencies.
The research article is crucial to my claim of violet video games not being the cause of violence being made because it presents reasonable and scientifically-founded doubt that video games caused violence.
Be sure to find the required amount of scholarly or credible sources for your Annotated
Bibliography. Follow the instructions for your specific assignment. For help finding sources,
contact your university library.
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