Annotated Bibliography
Claxton, G., Rae, M., Long, M., Damico, A., Foster, G., & Whitmore, H. (2016). Kaiser Family Foundation. Health Research & Educational Trust.
According to Claxton, Rae, Long, Damico, Foster & Whitmore in their study, found out that violent video games tend to result into aggressiveness and violence which may lead into adverse outcomes among children and teenagers in school. For instance, “Grand Theft Auto led into 28 people being killed due to the players becoming aggressive and retaliating at one another. If it were not for video games, a total of 28 lives would have been saved. In the United States of America, children are perceived to be spending more than 8 hours on video games. The playing of video games is critical in impacting the character traits of children in the real world. The rationale behind this is that children who play violent video games tend to develop aggressiveness thus anger in the real sense. The outcome of this is that it leads to fights among the children. Engaging in violent video games also lead to the children attaining poor grades in school. Moreover, long hours of brain engagement in violent video games tend to result in dementia.
Zumbach, J., Seitz, C., & Bluemke, M. (2015). Impact of violent video game realism on the self-concept of aggressiveness assessed with explicit and implicit measures. Computers in Human Behavior, 53, 278-288.
In the article by Zumbach and Bluemke, violent video games play a crucial role in the aggressiveness of children. Video games such as Mortal Combat and Wolfenstein result in children perspectives to be altered in real life. Since the games are interactive, the children who engage their brains with video games tend to identify themselves with the aggressor in the video games. I, therefore, agree that violent computer games are responsible for aggressive behavior in teenagers.
Gunter, B. (2016). Is There a Link Between Playing Video Games and Social Violence? In Does, Playing Video Games Make Players More Violent? (pp. 93-114). Palgrave Macmillan, London.
Gunter, 2016 outlines the relationship between violent video games and violence among teens in school. Although we have always been pointing the finger toward the players in video games for aggressiveness, the video games are to be blamed. Gunter defines aggression in a way that outlines it as a situation resulted from anger generated in the actual world and is derived from the computer games by the players.
Kowert, R., & Quandt, T. (Eds.). (2015). The video game debate: Unravelling the physical, social, and psychological effects of video games. Routledge.
Computer games have been on the spot for resulting in aggressiveness among teenagers. According to Kowert and Quandt, 2015, computer games such as Call of Duty and Grand Theft Auto occur in teenagers becoming more violent in society. The research by Korwert and Quandt prove that the computer games lead into aggressiveness among teenagers thus violent traits. The number of high school students who have been reported in physical fights has been increasing in the last four years by a rate of 40%. This is attributed to the fact that most high school students engage their brains in computer games.
Feng, J., & Spence, I. (2018). Playing Action Video Games Boosts Visual Attention. In Video Game Influences on Aggression, Cognition, and Attention (pp. 93-104). Springer, Cham.
Feng and Spence examined the relationship existing between video games and aggressiveness. They concluded that the claims over violent computer games affecting the real-world violence hold to the truth. The two showed how violent computer games tend to trigger aggressiveness among teenagers. The Rationale behind this is that the players may get frustrated during the play moment thus developing anger. This leads into aggression hence one of the players might retaliate with violence against the counterpart thus resulting in violence