From M/Cyclopedia of New Media
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Main project sub-topics
- Obesity
- Tendonitis
- Video Addiction
- The Promotion of Health Through Video and Computer-based Games
- Hand-Eye Coordination
Annotated Bibliography
Effects of Violent Video Games on Aggressive Behaviour
Author Unknown. (2004). “Violent Video Games – Psychologists Help Protect Children from Harmful Effects�. Psychology Matters. Retrieved August 1, 2004, from Go to article
- This article aims to confirm through psychological research, that violent video games can increase children’s aggressive behaviour, but that parents moderate the negative effects. The article focuses on research results taken form prominent scientist and psychologists, providing the reader with very reliable information. The article also offers the reader web addresses to seek out more information on specific points in the article.
Anderson, Craig. A. & Bushman, Brad. E. (2001). “Effects of Violent Video Games on Aggressive Behaviour, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior�, :A Meta-Analytic Review of the Scientific Literature, Vol.12, No.5, retrieved August 5, 2004, from, Go to article
- In this article Craig Anderson and Brad Bushman provide a very detailed analytic review on the effects of violent video games on aggressive behaviour. Through the article Anderson and Bushman give evidence from research suggesting that on exposure to television and movie violence suggests that playing violent video games will increase aggressive behaviour. Anderson’s and Bushman’s conclusions come from experimental and non-experimental studies with males and females in laboratory and field settings. Their meta-analytic review of the video-game research reveals that violent video games increase aggressive behaviour in children and young adults. Through the article statistics and results from these experimental and non-experimental studies are presented. Violence on television and at the movies are also taken into consideration and are compared to video game violence.
Anderson, Craig A. (2002). "Violent Video Games and Other Media Violence: Craig Anderson Answers FAQs", retrieved August 4, 2004, from, Go to article
- Craig Anderson of Iowa State University is a paramount researcher in the area of media violence. In this document Anderson gives answers to frequently asked questions about violent video games and other media violence. Having an extensive knowledge in the field of media violence, Anderson’s answers are thorough and very dependable. As well as offering a list of questions and detailed answers, Anderson also offers a list of other relevant sites for the reader to extend their research with.
Blackwell, Gerry. (March, 2002). "Playing with fire? Computer gaming has been blamed for everything from obesity to school shootings. Gerry Blackwell goes behind the screens to learn the truth about video violence", Todays Parent, Vol.19, Iss.2, retrieved August 5, 2005, from, Go to article
- In this article, Gerry Blackwell discusses the consequences of playing violent video games can have on children. Blackwell also makes mention that scientifically proving or disproving the negative impact of violent video games may ultimately be impossible. He takes into consideration research proving that there is little correlation between playing violent games and subsequent violent behaviour. However, Blackwell also implies that violent video games could be enough to push a rare individual over the edge. Results from research and experiments taken by particular scientists are stated throughout the article.
Calvert, Sandra., Cocking, Rodney., & Jordan, Amy. (2002) “Children in the Digital Age: Influences of Electronic Media on Development� Westport, CT. :Greenwood Publishing Group, Inc., ISBN 0275976521.
- This book provides a collection of essays on some of the latest research on children and interactive media. Collectively these essays are an acknowledgement of the vast changes children’s media environments have undergone in the past decade. Children’s learning from specifically produced video games and computer programs are examined as are studies of adolescent identity formation and adolescents’ development of a sense of community across distances and cultures.
Goldstein, Jeffrey. (2001). “Does Playing Violent Video Games Cause Aggressive Behaviour?�: Playing by the Rules Cultural Policy Centre, University of Chicago, retrieved August 5, 2004, from, Go to article
- Some social psychologists argue that playing violent video games causes aggressive behaviour. In this paper, Jeffery Goldstein of University of Utrecht, The Neverlands, focuses on the quality of experimental evidence used to support the argument that, playing violent video games causes aggressive behaviour. Goldstein argues that there is no real way to measure aggressive behaviour as a result of playing violent video games. Goldstien argues that correlational studies can give no real evidence to suggest whether violent video games cause aggression or not. Goldstien gives an insightful view to the understandings of laboratory experiments, and his belief on the topic. Goldstein offers definitions to keywords in his argument.
Herzfeld, Noreen. (May 4, 2004). “Video Shootout�. The Christian Century. Chicago: Vol.121, Iss.9, retrieved, 5, August, from, Go to article
- In “Video Shootout�, Noreen Herzfeld stresses that killing has become increasingly graphic. Herzfeld compares present to the '80s and early '90s, where shooting an opponent resulted in the collapse of that figure on the screen. Whereas today’s realistic graphics provide gore, flying body parts, and screams of pain. Herzfeld also makes note that most games used to come with a “blood off� default setting, but today's games are generally "blood on". Herzfeld compares the influence of graphic computer games to the well-known high school shootings in the United States. She also engages on the effects these 'M' rated games are having on todays youth and society. Herzfeld stresses that simply having a rating on a game is not the answer.
Lee, Joanne. E., & Vessey, Judith, A. (2000). “Violent Video Games Affecting Our Children�,: Pediatric Nursing, Vol.26, Iss.6, retrieved August 6, 2004, from, Go to article
- In this article, studies pertaining to the effects of video game violence on children are discussed. Judith Vessey and Joanne Lee, take into account that video games are a ubiquitous part of today’s world, and they claim that it is a preferred leisure activity for youths. Vessey and Lee specifically look at video games and violence, as they claim a very high percentage of today’s most popular video games contain violence. Through the evidence of research, Vessey and Lee give reason for parents to be concerned about the potential negative effects associated with playing such games has on children’s behaviour.
Mansbridge, Peter. (Dec 15, 2003). “The Bloody Bad Games: The days of kids playing cowboys seem peaceful compared to digital violence�,: Maclean’s, Toronto: Vol.116, Iss.50, retrieved August 5, 2004, from, Go to article
- In this article Peter Manbridge compares his memories of his childhood programs such as The Lone Ranger to the latest children’s technology, violent video games. Without having any scientific research to back his theory, that violent video games have a negative effect on children, Manbridge simply states what he knows through experience. He makes mention that there was little talk then of the potential violent effects such programs would have on children’s behaviour. He also makes mention of what experts have to say on the issue of children and violent video games.
Peck, Peggy. (2002). “Violent Video Games Shown To Affect Brain Cells,� UPI Science News, retrieved, August 4, 2004, from,Go to article
- This article presents the case of, playing violent video games can affect the way the brain works on a cellular level. Peck reinforces her argument by stating scientific results from taken studies by Dr. Vincent P Mathews of the Universtiy of Indiana Medical Scholl in Indianapolis.
Stuter, Lynn. (2003). “Banning Violent Video Games,� NewsWithViews.com, retrieved, August 4, 2004, from,Go to article
- In ‘Banning Violent Video Games’, Lynn Suter argues that making it illegal to sell video games that contain violence to minors is not necessarily in the best interest of the children. Suter argues by making violent video games illegal to minors will not stop them wanting to engage in playing them; that rather the answer to children and violent video games is the responsibility of the parents. Suter states that ‘Freedom is neither preserved nor enlarged when laws are passed that restrict freedom’.
Vastag, Brian. (Apr 21, 2004). “Does Video Game Violence Sow Aggression? Studies Probe Effects of Virtual Violence on Children�. Medical News and Perspectives, JAMA. Chicago: Vol. 291, Iss 15, retrieved, August 5, 2004, from,Go to article
- In this article Brian Vastag retrieves information from Juliet Van Eenwyk. He reinforces her statement that little kids do imitate video games, but the question is whether it leads to real world violence. In this article Vastag buts forward his most consistent finding, claiming that "children younger than 10 years show increased aggression immediately after playing violent video games".
Vitagliano, Ed. (2004, Jul. 7) “Negative Effects of Violent Games Becoming Clearer� Catholic Exchange: Your Faith. Your Life. Your World., retrieved August 4, 2004, from Go to article
- In this journal article Ed Vitagliano presents research results indicating that increased aggressiveness and desensitization are caused by violent video games. Vitagliano backs his argument by stating research results taken from reliable resources. Vitagliano’s main point he emphasizes on is in the title of the article, Negative Effects of Violent Cames Becoming Clearer. The article is compiled of three main sections under the headings, Research Indicates Aggressivness, Desensitization Among Results, Acitive Violence and Answering Critics. To a degree the article presents both sides of the argument, and this is evident in the Answering Critics section of the article. However Vitagliano’s argument, that negative effects form violent video games are becoming clearer, is prominent throughout the whole article.
SarahMcCabe 13:05, 13 Aug 2004 (EST)