Video Games
Video Games
Video Games
ANNOTATED BIBLIOGRAPHY
Thesis topic: Effect of Video Games on Teenagers
Thesis statement: Video games have adverse effects on teenagers’ physical and mental well-
being. Young people exposed to excessive gaming can suffer from adverse effects, including aggression,
SOURCE 1
Kirsh, S.J. (2003) “The effects of violent video games on adolescents,” Aggression and Violent
3.
The developmental era in which teenagers are most likely to react aggressively to
circumstances of provocation is also the period in which they are most likely to play video
games. Teenagers play video games with the greatest frequency. This academic work, which was
written by Krish, offers information about the violence that can arise through the use of video
games. It uncovers the violent tendencies of adolescents as well as how video games impact both
their growth and their personal development. The effects of playing violent video games,
according to this article, have been found to have a negative impact on the functional
appears to reflect the pattern of video game play that occurs during this stage of life. This article
elaborates on some of the clinical and physiological impacts that excessive screen time has on
the psychological and physical development of young people. According to the author, the ever-
increasing availability of technological and media services has made the concept of screening
time increasingly difficult to grasp everywhere in the globe. The author continues by stating that
despite the growing prevalence of the use of television, the use of video gaming and other
devices, such as tablets and smartphones, has been a rising trend among individuals of younger
ages. As a consequence, this has led to a number of detrimental effects in the development of
both the cognitive and physical abilities of individuals of younger ages, which has further led to
problems such as depression, violence, and aggression. In addition to that, this research centered
the impact of violent video games. Playing violent video games during adolescence has been
shown to have a negative impact on a person's social and emotional development. The exposure
to violent video games should, however, have a distinct effect on the mechanisms working
within the aggression model across different stages of adolescence given the fact that biological
and psychosocial changes occur during adolescence. For my research, this article was important
as I needed to look at the secondary literature to glean a sense of how people feel about the
Throughout the entirety of the publication, Krish retains his reputation as an objective
researcher by supporting his claims with evidence gleaned from past investigations. Since he
does not, in general, employ jargon or terminology that is particularly technical, this essay is
suitable for readers from a variety of backgrounds. The editors did a good job of making the
reading material interesting by including a variety of various theories and logical reasoning. Due
to the way it is balanced, the academic content that was created is quite intriguing to the
audience. It discusses both the positive and the negative sides of playing video games. It consists
has set a positive example that can be recommended to every person, as well as to attorneys,
lawmakers, and others who are involved in the work with children and wish to lessen the impact
of violence in the lives of young people. This can be done because the author has created a
model that can be followed. This essay is extremely helpful for individuals who work with
children, as well as for other individuals who wish to be able to defend themselves against
various forms of violence, and to protect children and their parents from this awful conduct. The
article draws on a large collection of papers, which is appropriate given that it is based on
The article has been quite helpful to my research because of the numerous references to
other, more in-depth literature studies and the opinions of other specialists it contains. Through
reading this paper, I gained a deeper appreciation for the complexity of this issue and its impact
on adolescents' growth and development. The article let me see things from a different angle.
Early adolescence is a time when aggressive conduct typically peaks as a result of the biological
and psychological changes of puberty; this also happens to be the time when violent video game
activity is at its maximum. The most important risk factors for aggressive behavior in teenagers,
including violent video games, need to be evaluated. The results of such an analysis should shed
light on the potential dangers of playing violent video games. The findings from Krish's study
also informed my understanding of how to find credible models and theories to back up my own
research.
SOURCE 2
Dirandeh, E. and Sohrabi, M.-R. (2015) “The effect of video games on teenagers’ behavior and
performance: A cross-sectional study in Tehran,” SDH, 1(3), pp. 120–127. Available at:
https://doi.org/doi:10.22037/sdh.v1i3.12094 .
The primary purpose of this research was to understand the relation between the use of
video games in teenagers' behaviors and their performance in schools and other unique
situations. According to the findings presented by the experts, there is a significant body of
evidence that demonstrates a number of negative consequences that playing video games can
have on an individual's outcome in terms of their behavioral, emotional, cognitive, and physical
health issues. As a sample, the researchers examined at 508 male and female adolescents in their
teen years. According to the authors' analysis of the findings, the male students who spent more
time playing video games displayed a higher level of aggressive behavior when compared to the
other students. In addition, female adolescents who played video games frequently had unusual
mental states and deviant patterns of conduct. The authors elaborated further on the impacts that
video gaming had on mental health, stating that the memory of those who participated in video
gaming looked to be affected in comparison to those who were not involved in any activities
related to video gaming. The impact that playing video games can have on a person's pattern of
behavior is discussed in depth in this article. For this reason, I believe that the article will be of
great assistance to me in writing my research paper. It describes how playing video games for
long periods of time can have a number of adverse effects on an individual's mental health as
Dirandeh is a school-based social work research project that focuses on societal and
environmental barriers that prevent children from achieving academic success and thriving as
individuals. One of the constraints that I saw was that the participants were both males and
females, but the questionnaire was given out by the parents. This was one of the things that
limited the study. My concerns with the research included this particular aspect, which I thought
to be troubling. People who are struggling with their mental health can benefit greatly from the
knowledge provided by the authors. However, additional information is not provided in the
article. The introduction section is quite succinct and gets right to the point; more in-depth
Despite the fact that this study is very specific and does not offer enough material, I was
still able to gain a lot of knowledge from it that would be helpful to me when I am conducting
my research. I am aware of the limits of this study and going forward, I will make it a goal of my
research to address those constraints. This study provided me with the idea that normally only
boys are focused on the negative behaviors that might result from playing video games, despite
the fact that females who play video games also experience a variety of mental health concerns.
As a result of reading this article, I now have a fresh understanding that will help me in my
investigation. In the portion of my investigation that is devoted to the literature study, each of
these points will be beneficial to me, and they will also serve as evidence in favor of my
investigation.
SOURCE 3
Griffiths, M. (1999) “Violent video games and Aggression,” Aggression and Violent Behavior,
The prevalence of violent content in the majority of video games is one of the most
significant criticisms that has been leveled against the medium on a consistent basis. As a result
of this, many people have come to the conclusion that this may have a negative impact on the
people who participate in such activities. The research conducted by Griffiths focuses mostly on
this aspect. He discusses the prevalence of addiction to video games among people in their
teenage years. According to the author, there has been an ever-increasing recognition that
spending free time engaging in video and screening activities among younger individuals can
cause excellent harm, and that gaming causes a lot of time wastage and can be too addictive to a
specific group of vulnerable individuals. Both of these points have been brought to light in recent
years. These advances have led to the emergence of a gaming illness that the researchers have
dubbed "video game addiction." They have described this disorder as being distinguished by
characteristics such as compulsive gaming, loss of control, and impairment in one's ability to
function. This page provides a review of the empirical studies that have been conducted in this
field. The research strategies included in this article include the observation of free play, self-
report methods, and experimental investigations. The paper contends that all previously
published research on violent video games has methodological flaws, and that these studies only
provide possible short-term measurements of the effects of exposure to violent video games on
players. Children do tend to become more aggressive after either playing or watching a violent
video game, and this is the one finding that is consistent across the majority of the studies studies
conducted on very young children. This is in contrast to the findings of studies conducted on
children who were in their teens or older. In conclusion, I believe that 10 articles are of great
benefit to my research paper since they describe how playing violent video games is a risk factor
for the outcome of an individual. In order to provide evidence for my viewpoint that video games
can be harmful to young people, I will use the information that is provided in this article.
People who are struggling with their mental health can benefit from the authors'
comprehensive and helpful advice. This piece is not a how-to guide, but due to its openness and
depth, it is difficult to put down once you start reading it. The author of this article demonstrates
that the journal in question is a dependable and trustworthy source of information. This is an
academic source, which immediately establishes its legitimacy; yet, there are more features that
make it worthy of commendation in addition to those attributes. At the very conclusion of the
article, there is a section that discusses the individuals and locations that contributed to the
success of the experiment. The vast majority of these are taken directly from reputable sources of
medical research textbooks. One of the significant contributions achieved in the research is that it
incorporates a variety of studies which adopted a range of methodological approaches. There are
also some studies that are experimental, others that are observational, and still others that are
theoretical. This article will be useful for the people who are concerned about the teenagers’
As a result of reading this article, I now have fresh understanding that will help me in my
exploration. In the portion of my research that is devoted to the literature study, each of these
points will be of use to me, and they will also serve as evidence in favor of my study. The study
has provided new information that I can use in my research. The findings of the study make it
very clear that playing video games can have both beneficial and harmful effects. Games have
the potential to be used as training aids in classrooms and therapeutic settings, as well as to
provide skills in psychomotor coordination in simulations of real life events, such as training
recruits for the armed forces, if care is taken in the design of the games and if they are placed in
the appropriate context. This is only possible if the games are put in the right context. The
insights I required to develop new ideas and explain them in writing were offered to me as a
result of this study. In addition, I will be able to improve my research with the help of the article
because it offered a variety of viewpoints and substantiated each one with proof. Reading this