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4.4 Annotated Bibliography Assignment

Objectives:

  • Practice searching for and evaluating appropriate sources
  • Summarize sources that may be used in your research paper
  • compile an annotated bibliography on a topic

 

Instructions:


First, review the link to Library Resources on the Course Content page for help with conducting research, evaluating sources, and other MLA formatting questions that you may have. 

Second, read about annotated bibliographies and see visual examples on Purdue OWL website.

Third, annotate 5 sources on your topic proposed earlier (See Topic Proposal). For each entry include complete citation information and a brief summary and evaluation paragraph (about 100 words) covering these areas:

  1. Three main points of the information in the source or the arguable position presented in the source.
  2. An evaluative statement on the accuracy, credibility, objectivity, currency, comprehensiveness, and authority of the source (see pp. 290-295); and
  3. How this source helps you understand the issue, if it supports your prediction about the issue or makes you look at the issue differently.
  4. Your main reason for choosing this source.


Note: Later, in your essay, you will be able to use up to two sources you used earlier in the course. For this assignment, please find five new sources.

Make sure your Annotated Bibliography follows standard MLA formatting and that each entry includes an annotation.

*See the following page for tips on annotating your sources.

Due: Sunday, Week 4

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Applebaum, M., et al. "Technical report on the review of the violent video game literature." American Psychological Association (2015).

There have been increased numbers of teenagers who engage in various types of virtual games. Therefore, the paper focuses on teenagers since there are the most vulnerable and target of such games. That notwithstanding, there has also been an increased number of children under eight who get exposed and, at times, participates in the video game. Therefore, if there is any impact of video games, it can affect such groups very, considering that they are still developing cognitively, socially, and physically. Through various searches, it has been found that 85% of video games have instances of violence. Equally, the public has gained an interest in understanding the effect of the video game since most of the parents assume it is just a form of entertainment. Thus, the report on the review of the violent video game literature article will give fine information to make interested parties understand the effects of violent video games. 

The main aim of the research is to understand both facts through considerations of both primary and secondary sources. However, to ensure that the content is authentic and up-to-date, it is recommendable to use peer-reviewed journals that are not over ten years old. Therefore, considering that a technical report on the review of the violent video game literature was authored in 2015. I choosed this because it has information that is useful in understanding the trends, facts, and available support in regard to violent video games.

Engelhardt, Christopher R., et al. "Effects of violent-video-game exposure on aggressive behavior, aggressive-thought accessibility, and aggressive affect among adults with and without autism spectrum disorder." Psychological science 26.8 (2015): 1187-1200.

The increased cases of students partaking in the public shooting are thought to be triggered by factors that impact the psychological being of the student. The behaviors and the conduct of a person depending on the cognitive and morality, both of which are affected by the experience of a person. It has been hypothesized that most of the suspected partakers in shooting crimes suffer from autism spectrum disorder (ASD). In order to assess the impact of violent video games, Effects of violent-video-game exposure on aggressive behavior, aggressive-thought accessibility, and aggressive affect among adults with and without autism spectrum disorder article are compiled using data collected from research. The research involved adults, both diagnosed with ASD and those without, who were prompted to take part in the violent games as 'the first-person shooter.’ After the research was conducted, records were classified into aggressive behavior, aggressive thought accessibility, and aggressive affect. The research revealed that violent video games affect ASD patients like any other adult. Thus, video games affect not a particular group of people, but any person can be affected. However, the severity of the effects may differ across different ages.

Use of primary sources to support and acquire facts makes this research to be lively and reliable. Thus, considering that Engelhardt et al.'s work was based on research, it is a better source of primary data concerning the effects of violent video games. Equally, considering that the paper was authored in 2015, it is reliable and has reliable information that can be used to create a solution to the effects caused by violent video games. 

Kühn, Simone, et al. "Does playing violent video games cause aggression? A longitudinal intervention study." Molecular Psychiatry 24.8 (2019): 1220-1234.

Many researchers have proved that exposure to violent games has the potential of causing aggression, anti-social traits, sexism, and increased impulsivity and interference with the cognitive power of a person. However, most of the researches have been focusing on the short-term effects, yet there are chances that a buildup of the short-term effects will cause long term and severe effects. Does playing violent video games cause aggression? A longitudinal intervention study article focuses on establishing the long-term effect of violent video gaming. The research was based on the use of questionnaires and test on behavioral, sexism attitude, mental health, impulsivity-related constructs, empathy, and interpersonal competencies, and the executive control functions to test the effects of GTA V. The research which lasted for two months found that most of the effects of GTA V are short-terms and the buildup is not significantly fast. However, the effects can differ depending on the type of game and the age of the participants.

I choose does playing violent video games cause aggression? A longitudinal intervention study article because it also had primary data concerning the effects of violent video gaming. Equally, the information is reliable and authentic, considering that the article was written in 2019. The content of the article and the presented facts will be useful to flavor and give meaning to the research on how games like GTA V can psychologically affect people who play them.

Khalil, Salman, et al. "Impact of Playing Violent Video Games Among School Going Children." Indian Journal of Community Health 31.3 (2019).

Children do grow cognitively and social-emotion-wise, not only physical growth. Thus, it is necessary to consider the exposure and the experience that the school going children may get as it may affect their mindset. Khalil et al., through Impact of Playing Violent Video Games Among School Going Children, focused on assessing the effects of violent video gaming. The study applied a cross-sectional study where 400 adolescents were picked randomly and interviewed using self-structured questionnaires. The interview focused on video gaming behaviors and demographics. The results showed that 83.75% of the sample used was playing video games, but a third of them preferred violent video games. Equally, it was found that 72.24% of the parents did not control the games to ensure that what the children are exposed to fits their age. The study found that video games may have a negative impact on the student since 63.21% of boys and 33.33% of the sampled students were found to have poor academic performance.

The study's significance may be invalidated if the cause-effects of the issue under study are not covered. Therefore, I choose Khalil et al.’s work because it will be useful in understanding the role that the parents may have to mitigate in the effects of violent video games. Equally, it will be possible to focus on the effect that violent video games may have on the academic performance and the concentration of the students at large.

Shao, Rong, and Yunqiang Wang. "The relation of violent video games to adolescent aggression: An examination of the moderated mediation effect." Frontiers in Psychology 10 (2019): 384.

Shao and Wang focused on the reports from records of individual students. The exercise was done to assess the present beliefs concerning the aggression and family environment with respect to violent video gaming. The study exposed that there was an active relationship between aggression and exposure to violent video gaming. However, the study furthered its scope and revealed that students from families that had poor environments were most affected compared to those from a good family environment. This article will be useful in assessing how the effects of violent video gaming can be mitigated through alteration of the environment. Equally, it will be possible to formulate long-term recommendations because the study covered even the role of respective families regarding adolescent aggression. 

 

 

Works Cited

Applebaum, M., et al. "Technical report on the review of the violent video game literature." American Psychological Association (2015).

Engelhardt, Christopher R., et al. "Effects of violent-video-game exposure on aggressive behavior, aggressive-thought accessibility, and aggressive affect among adults with and without autism spectrum disorder." Psychological science 26.8 (2015): 1187-1200.

Kühn, Simone, et al. "Does playing violent video games cause aggression? A longitudinal intervention study." Molecular Psychiatry 24.8 (2019): 1220-1234.

Khalil, Salman, et al. "Impact of Playing Violent Video Games Among School Going Children." Indian Journal of Community Health 31.3 (2019).

Shao, Rong, and Yunqiang Wang. "The relation of violent video games to adolescent aggression: An examination of moderated mediation effect." Frontiers in psychology 10 (2019): 384.