Saturday, 17 October 2009

litarature review

Aggression and Violent Behavior, Volume 3, Issue 4, Winter 1998, Pages 407-428
Karen E. Dill, Jody C. Dill

1. How people can get so into a character they start acting like them. (this was a personal survey done by the paper)

2. How Hollywood film makers became games designers to tap a growing market. Elmer-Dewitt, P. (1993, September 27). The amazing video game boom. Time, 66–73.

3. How the number of hours played has increased since 1987 Buchman, D.D. and Funk, J.B., 1996. Video and computer games in the ’90s: Children’s time commitment and game preference. Children Today 24, pp. 12–16.

4. The most played game in America is Killer Instinct but there’s not reference or evidence to back this up. It also states Mortal Kombat was the previous best selling game which is also a violent one and the one before that was Primal Rage which involved giant dinosaurs fighting with special ending moves like “face ripper and jugular bite”

5. Provenzo, E.F., 1991. Video kids: Making sense of Nintendo, Harvard University Press, Cambridge, MA. States that they tested 47 subjects and their reaction to gaming and 40 of them became violent.


The effects of violent video games on adolescents: The overlooked influence of development
Aggression and Violent Behavior, Volume 8, Issue 4, July-August 2003, Pages 377-389 Steven J. Kirsh.

1. Cesarone, B., 1998. Video games: research, ratings, recommendations. Eric Digest EDO-PS-98-11 . States that video game violence have been directly link to school shootings and how people who are most affected are the children and adolescents

(so it states people growing up are most affected by video game violence this means that it must affect their minds in some way, making them violent and angry by nature.)

2. Steinberg, L., 2001. Adolescent development. Annual Review of Psychology 52, pp. 83–110. Full Text via CrossRef | View Record in Scopus | Cited By in Scopus (203) suggests that people who by nature live life for the rush of risks, it states that these people a more susceptible to the affects of violent video.

3. “Bandura, A., 1986. Social foundation of thought and action: a social cognitive theory. , Prentice Hall, Englewood Cliffs, NJ.Bandura's (1986) social learning theory hypothesizes that exposure to video game violence would evoke behavioral mimicry, reinforce already existing aggressive habits, and increase internal arousal. In turn, this internal arousal could be interpreted as anger, which increases the likelihood of aggression

Bandura's (1986) social learning theory hypothesizes that exposure to video game violence would evoke behavioral mimicry, reinforce already existing aggressive habits, and increase internal arousal. In turn, this internal arousal could be interpreted as anger, which increases the likelihood of aggression. Playing violent video games, according to

Berkowitz's (1984) cognitive neoassociation model of aggression, should create and/or activate networks of aggressive thoughts, feelings, memories, and beliefs. An additional explanation for the link between violent video game play and aggressive behavior comes from the literature on social information processing in aggressive children.

Dodge (1980) contends that aggressive children act aggressively, in part, due to a hostile attributional bias. That is, when exposed to a frustrating social stimulus (e.g., being bumped into a puddle), a hostile attributional bias results in cue distortion, which leads aggressive children to interpret the stimulus as an aggressive cue and respond aggressively

(Dodge & Frame, 1982). Social experiences, such as violent video game play, may lead to the formation of a hostile attributional bias. For instance,

Kirsh (1998) induced a hostile attributional bias in third and fourth grade children through violent video game play.”

(State you think is right and pick one to state why you think its correct and how and why you think the others are incorrect or state why you think multiple are correct)


Video Game Play and Lucid Dreams: Implications for the Development of Consciousness
Dreaming, Volume 16, Issue 2, June 2006, Pages 96-110 Jayne Gackenbach"

1. “The improvement of various cognitive skills associated with video game play has been well documented; however, the development of consciousness implications have not been considered. In the present study several potential indicators of consciousness development, including and especially lucid dreaming frequency, were examined as a function of video game play. In the first study, high video game players were more likely to report lucid dreams, observer dreams, and dream control when dream recall frequency and motion disorientation during play were controlled. There were no similar differences in other consciousness development indices. In the second study, a slightly different pattern of results occurred because of respondents all being frequent players.”

(state on the fact you have had lucid dreams and you think its from the use of


i would also like to state that the writing in the "and " are things i have copied and not writen myself except the refrences which i copied from the source i have been using.

2 comments:

  1. Hi Jamie,
    You are almost there - you have given a summary of the different texts, and you have referenced them well, but what you have written does not read as a narrative - if you look at my example on my blog http://learningandskills1.blogspot.com, you can see that I am writing not as different articles, but trying to talk about the literature in more of a story-like way.

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  2. I would also say that the end quote is far too long - shorten it, and paraphrase the rest (say it in your own words)

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