Annotated_Bibliography
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24 February 2016
Annotated Bibliography
Ferguson, Christopher J., Benjamin Trigani, Steven Pilato,
Stephanie Miller, Kimberly Foley, and Hayley Barr. “Violent Video Games Don’t Increase Hostility in Teens, but They Do Stress Girls Out.” Psychiatr Q Psychiatric Quarterly 87.1 (2015): 49-56. Web.
This study analyzes an experiment that depicts the effects of violent video game content on adolescents. It was conducted by having a mix of boys and girls be given either a violent or non-violent video game to play at random. Before the test was taken, the test subjects reported their levels of stress for a baseline. The results concluded that violent video games had a minimal impact on hostility. However, it was concluded that it caused increase stress in young girls. This is to be expected, because girls are more sensitive to violence and gore.
The study was conducted in a proper manner based on the procedure and the design, however, there are a couple variables that should have been taken into account. In order for the experiment to be truly unbiased, they should not have been given the background story on violent video games. Lastly, to truly perfect the experiment you would have to find test subjects of all the same genetic makeup to be entirely sure you had 100% accurate results.
I will be using this study to assist my research paper for two reasons. First of all is it supports my idea that violence in video games has no direct correlation to hostility. Lastly, it proves another key point to any study that has been done to oppose my view. No study can truly be conducted in the right manner to isolate violence in video games. There will always be outside influences that have an impact on the test subjects’ overall hostility.
Hollingdale, Jack, and Tobias Greitemeyer. “The Effect of Online
Violent Video Games on Levels of Aggression.” PLoS ONE 9.11 (2014): n. pag. Web.
This study utilizes available test subjects to compare the violent video game Call of Duty: Modern Warfare 2 to the non-violent video game Little Big Planet 2. The study used both video games in comparison at random. The way to test whether a person’s hostility was increased was by using hot chili. All the test subjects were required to make a sample of hot chili for the other subjects to test. They were also informed that the test subjects did not like spicy food.
This study is invalid in two main ways. First of all, stating in the results that Modern Warfare 2 is a violent game is dumb. That is the purpose of the game, to entertain. Having that as one of the ideals they tried to prove makes the experiment pointless. Secondly, and most important, is the idea that the hotness of chili has any correlation to aggression. Most of the time, myself included, whether I played a violent video game or not, I would make the chili spicy just because it would be funny. Using that as the deciphering tool of aggression does not apply whatsoever.
I will be using this in my research paper as an example of a failed attempt to provide evidence of any correlation between hostility and violent video games. Using examples from this experiment will show how not only is there no true way to connect violent video games to aggression, but also how results vary even in experiments that are supposedly fool-proof.
Kneer, Julia, Daniel Munko, Sabine Glock, and Gary Bente.
“Defending the Doomed: Implicit Strategies Concerning Protection of First-Person Shooter Games.” Cyberpsychology, Behavior, and Social Networking 15.5 (2012): 251-56. Web.
This study has the same setup of most having to do with violence in video games. There were 80 participants, half of them with experience playing FPS games and the other half with no experience. The way this experiment was conducted, however, there was a newly found influence on aggression not directly correlating from video games. The study found that suppressing the violent thoughts of video games and having studies out blaming hostility on video games can actually cause you to be more aggressive than just playing them alone and not having adverse thoughts.
Based on the facts presented in the study I believe that the study is correct in saying that today’s society, referring to violent video game effects, adversely affects our perception of the root of our own aggression. By both adding and subtracting priming of the FPS, the experiment has enough variation to be valid. No experiment is perfect but this one provides the evidence to defend its ideals.
I will be using this source for two reasons in my paper. First of all, I will be able to show a clear example of how there is no correlation between the two ideals as well as show data of the same experiment that found different results. In other words, another example of how experiments are impossible to actually provide clear evidence of said correlation. Lastly, it provides another example of outside influences that are the true cause of hostility and anger.
Greitemeyer, Tobias. “I Am Right, You Are Wrong: How Biased
Assimilation Increases the Perceived Gap between Believers and Skeptics of Violent Video Game Effects.” PLoS ONE 9.4 (2014): n. pag. Web.
This study has to do with the overall belief of violent video games and their effect on hostility. By using test subjects with two different beliefs and having them read articles on two different beliefs, it provides an outstanding example of why you cannot ever convince people of the other ideal. In the study, all of the test subjects favored their original view.
This study provides a simple experiment that gives excellent information as to why and how people have their beliefs on violent video games. Using a simple method rather than some complex experiment gives us a clear idea of why the belief of violence in video games will never change.
I will be using this in my research paper in order to provide another example of how there is not a fool-proof experiment that can detect a correlation between violent video games and aggression. As research comes about that violent video games may or may not effect hostility, people will believe whatever they originally believe. No matter the proof that is presented, people will stick to their beliefs. This point will be key for my article.
Yang, Grace S., L. Rowell Huesmann, and Brad J. Bushman.
“Effects of Playing a Violent Video Game as Male versus Female Avatar on Subsequent Aggression in Male and Female Players.” Aggr. Behav. Aggressive Behavior 40.6 (2014): 537-41. Web.
In this study the participants played a series of two violent video games that involve one on one combat of the same sex in order to prevent any bias. The comparison was between a female avatar or a male avatar. The purpose of the experiment was to figure out whether one or the other would present more of an aggressive response from the test subjects. The next part involved using hot sauce amount for your testing partner compared to how aggressive that means you are.
This experiment was conducted in the right manner with a couple minor fixes. First of all, no matter how similar the games are, the games should be the same for the experiment in order to prevent any type of invalid testing in the experiment. The hot sauce part of the experiment is completely invalid. There is no direct correlation between putting hot sauce in your partners’ food and being hostile because of a video game.
I will not be using this in my experiment because it doesn’t apply to my whole idea. This experiment has to do with a specific aspect of video games, my research paper has to do with whether violent video games, as a whole, effects your aggression and hostility.