Bibliography- Peter Bomersbach

 

Goldbeck, L., & Pew, A. (2018, March 27). Violent Video Games and Aggression. Retrieved October 17, 2018, from http://www.center4research.org/violent-video-games-can-increase-aggression/

Background: This article gives some information about violent video games and why people think they should be banned. People looked right at violent video games after mass shootings thing that it was the cause. Studies they provided show that they can increase aggressive thoughts, behaviors and feelings.

How I used it: I used this article to show that studies prove violent video games increase aggression towards others, increase in aggressive thoughts and feelings. The longer children play violent video games for, the higher the chance they will have a negative change in behavior.

Snider, M. (2018, October 1). Study confirms link between violent video games and physical aggression. Retrieved October 17, 2018, from https://www.google.com/amp/s/amp.usatoday.com/amp/1486188002

Background: This article talks about more studies done to try and prove that violent video games lead to increase in aggression, behavior etc.. This article also talks about how it was brought up by president trump on how it was a known issue probably from mass shootings.

How I used it: I used it to prove my point further on how kids should not play violent video games. I used president Trump’s claim and the studies scientists have done to try and prove violent video games are bad for kids.

HowStuffWorks. (2007). Choice Reviews Online, 45(03). doi:10.5860/choice.45-1203

Background: This article explains what video game ratings are and what they mean. It ranges from rated E which means for everyone to AO which means adults only. The ESRB are the ones who give each gam its rating based on the content within the game.

How I used it: I used it to talk about the meaning of a violent game with ratings of M and AE and why they chose the rating. Rated M games have blood and gore, violence, strong language, sexual content etc..

Morris, C. (2011, June 27). Violent Videogames Can Be Sold to Minors: Supreme Court. Retrieved October 23, 2018

Background: This article explains how in California, they try to restrict selling of violent video games to children but it was turned down. The U.S. Supreme court said it was a violation of free speech.

How I used it: I used it to show one quote that was stated which was “A new survey from the Federal Trade Commission found that more retailers and movie theaters are enforcing age-based content ratings by turning kids away.” I used this quote to show what other states need to start doing and becoming more aware of the situation.

Ferguson, Christipher. “Violent Video Games May Increase Aggression in Some But Not Others, Says New Research.” American Psychological Association, American Psychological Association, 7 June 2010.

Background: This article talks about the frequency of children becoming more hostile from violent video games. There were cases performed where no results were found and then there were cases where results are noticeable but only in a handful of children.

How I used it: I used it to prove some of my points but to also portray how rare it can happen within individuals. I used the quote from Christopher Ferguson which states “Violent video games are like peanut butter,” said Ferguson. “They are harmless for the vast majority of kids but are harmful to a small minority with pre-existing personality or mental health problems.” This is a nice example to see how rare it could be which goes against my point in the rebuttal.

Background: This article explains within their case studies, they found no correlation between violent video games and a change in behavior after. They performed multiple cases with 3,00 plus patients to test the theory.
How I used it: I used it because it was a good article that went against my point of view. I explained what they thought and what their results came out as. I sated that there were holes in their studies about the patients personalities before hand and their past.

 

Olsen, Cheryl K. Children’s Motivations for Video Game Play in the Context of Normal Development. Massachusetts General Hospital, 16 Jan. 2010.

Background: This is a report that talks abut Children’s motivations on video game play. I mainly focused on the first page and  that tacked about the motivations of young children and their tendencies and even parents choosing appropriate games.

How I used it: I used it to discuss my point of how children and parents really should start watching what they play because it will result in a change in behaviors for the worse. Researchers started looking into what children can game from these electronic games.

One thought on “Bibliography- Peter Bomersbach”

  1. PB, as I alerted you during our one conference in October, choosing “violence and video games” as a topic places a very special burden on the student to find a fresh and specific angle. The topic is SOOOOOOOOOO overdone after decades of Yes/No debate that the great danger for researchers is that they will settle for gathering the opinions of others and placing them into “opposition” with one another, adding nothing to the conversation.

    You’ve fallen into that trap and used many popular sources—already digested material taken from original sources—as your reference materials.

    As I demonstrated many times, the best and fastest way to build a White Paper full of valuable sources is to follow the References sections of your own best sources. Here you missed a golden opportunity.

    Instead of citing the National Center for Health Research (a fake Washington fundraising group that does no research itself), you could and should have consulted the original material THEY cite as the basis for their one-page web report:

    1. The American Psychological Association Task Force on Violent Media. (2017). The American Psychological Association Task Force Assessment of Violent Video Games: Science in the Service of Public Interest. American Psychologist. 72(2): 126-143. Retrieved from http://dx.doi.org/10.1037/a0040413. Accessed on March 9, 2018.

    2. Anderson CA, Shibuya A, Ihori N, Swing EL, Bushman BJ, Sakamoto A, Rothstein HR, Muniba. Violent Video Game Effects on Aggression, Empathy, and Prosocial Behavior in Eastern and Western Countries: A Meta-Analytic Review. Psychological Bulletin. 2010.

    3. Adachi, PJ and Willoughby, T. (2013). Demolishing the Competition: The Longitudinal Link Between Competitive Video Games, Competitive Gambling, and Aggression. Journal of Youth Adolescence. 42(7): 1090-104. doi: 10.1007/s10964-013-9952-2.

    4. Sanstock, JW. A Topical Approach to Life Span Development 4th Ed. New York: McGraw-Hill, 2007. Ch 15. 489-491

    5. Lemmens JS, Valkenburg PM, Peter J. The Effects of Pathological Gaming on Aggressive Behavior. Journal of Youth Adolescence. 2010.

    6. Huesmann LR, Moise J, Podolski CP, Eron LD. (2003). Longitudinal relations between childhood exposure to media violence and adult aggression and violence. Developmental Psychology. 35:201-221.

    The sources were all there for the taking. You needed only to click on them.

    Like

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