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Annotated Bibliography on Effects of Video Games

Thesis statement

The video game industry has surpassed the film industry in profits, but there is a social cost attached to this popularity. Young people exposed to excessive gaming can suffer from adverse effects, including problems with sleep and attention span. There is evidence that extreme gaming can lead to problems with social interactions, including decreased interest in participating in regular activities with others. This research suggests the negative consequences of the increasing popularity of video games, and policymakers should take steps to address these issues. Policymakers should consider implementing policies that limit young people’s exposure to gaming and provide educational programs about the effects of gaming on young people’s well-being.

Annotated bibliography

Domingues‐Montanari, S. (2017). Clinical and psychological effects of excessive screen time on children. Journal of pediatrics and child health53(4), 333-338. https://onlinelibrary.wiley.com/doi/abs/10.1111/jpc.13462

Video gaming has indeed hurt young individuals. Domingues‐Montanari (2017), in his article, expounds on some of the clinical and physiological effects that excessive screening time has on the psychological and physical development of young individuals. According to the author, screening time has become a more complicated concept worldwide due to the ever-growing availability of electronic and media services. The author further states that despite the increasing use of television, the use of video gaming and other devices, including tablets and smartphones, has been a rising trend among younger age individuals, and this has caused a lot of adverse effects in the development of both the cognitive and physical abilities among the younger age, which further resulted to characteristics such as obesity, depressions, anxiety and even sleeping problems. The article has expounded on some of the negative impacts of excessive screen time on younger individuals’ physiological and psychological development. The only limitation f the article is that the author did not consider all the potential effects of excessive screen time on children. Overall, the report has addressed how excessive screen time impacts younger individuals, and I, therefore, find the article valuable to my research paper as it will help with some information about the effects of over-screening during gaming on the physiological and psychological development of children.

Peracchia, S., & Curcio, G. (2018). Exposure to video games: effects on sleep and post-sleep cognitive abilities. A systematic review of experimental evidence. Sleep Science11(4), 302. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6361300/

Peracchia and Curcio (2018), in their article, conducted systematic research to review experimental evidence on how exposure to video gaming affects an individual’s sleeping cognitive abilities. According to the researchers, there is a lot of proof that highlighted several adverse effects that video games had on the outcome of behavioral, emotional, cognitive, and physical health conditions of an individual. The analysis of the results by the authors further indicated that there was a massive reduction in overall sleeping time among individuals who are exposed to video games. Peracchia and Curcio (2018) further articulated the effects that video gaming had on post-sleep sustained attention, indicating that the verbal memory of those who engaged in video gaming seemed to be impaired compared to those who were not involved in video gaming activities. The article expounds on the effect of video gaming on an individual’s sleeping and post-sleeping cognitive abilities. Therefore, I find the article very valuable to my research paper as it highlights how exposure to excessive video games can result in insufficient and low-quality sleep and its effects on an individual’s cognitive ability.

Calvert, S. L., Appelbaum, M., Dodge, K. A., Graham, S., Nagayama Hall, G. C., Hamby, S., … & Hedges, L. V. (2017). The American Psychological Association Task Force assessment of violent video games: Science in the service of public interest. American Psychologist72(2), 126. https://psycnet.apa.org/doiLanding?doi=10.1037/a0040413

Violent video games can also harm gamers. In their article, Calvert et al. (2017) examine some possible outcomes of playing violent video games. The researchers convened a task force of experts who were to update with information about the adverse impacts of violent video gaming activities. The experts were to examine the meta-analysis on the report of media violence activities since 2005. According to the research by the authors, there were several a lot of violence was recorded as a result of violent video game exposure. This included very composite aggressive scores, an increasing behavior on aggressions with a decreasing empathy. Overall, the research addressed the effects of violent video games on an individual’s behavior. The only limitation of the research is that no proper studies were done to justify their finding further. Ultimately, I find ten articles very valuable to my research paper as it outlines how the violent video game is a risk factor for the outcome of an individual. I will use the information from this article to justify my point on the negativity of video games to young individuals.

Lau, C., Stewart, S. L., Sarmiento, C., Saklofske, D. H., & Tremblay, P. F. (2018). Who is at risk for problematic video gaming? Risk factors in problematic video gaming in clinically referred Canadian children and adolescents. Multimodal Technologies and Interaction2(2), 19. https://www.mdpi.com/286608

In their article, Lau et al. (2018) examine those at possible risk due to problematic video gaming. In their article, the researchers researched some potential risk factors involved with problematic video gaming among clinically rendered children and adolescents in Canada. The researchers used 5820 clinically referred children, and some youths were randomly picked across 44 mental health institutions. The individuals were then assessed, and the analysis of this result revealed that male individuals with older age, both internalizing and externalizing symptoms, among other factors, were predictive of PVG among both male and female individuals. The article highlights some o the risk factors that are likely to exist due to challenging video games. Therefore, I find the article very valuable to my research paper as it will help with some relevant information on the risk factors associated with problematic video games, including internalizing symptoms, externalizing symptoms, anxiety, and anhedonia.

King, D. L., & Delfabbro, P. H. (2020). Video game addiction. In Adolescent Addiction (pp. 185-213). Academic Press. https://www.sciencedirect.com/science/article/pii/B9780128186268000074

King and Delfabbro (2020) expound on video game addiction among adolescent stage individuals. According to the authors, there has been a constantly increasing recognition that free time in video and screening activities among younger individuals can cause excellent harm ad that gaming causes a lot of time wastage and can be too addictive to a specific group of vulnerable individuals. These developments have resulted in a gaming disorder that the researchers referred to as video game addiction, describing it as being characterized by aspects such as persistent gaming and control and functional impairment. The authors further highlight some of the treatment approaches that can be used to minimize this addictive disorder. According to the researchers, one treatment technique for this disorder is setting up strategies that will help modify the client’s maladaptive beliefs about their gaming behaviors. According to the researcher, the other harm-reducing plans include those informed by public health that sees video gaming as a health issue rather than an addictive issue. The article clearly notes how video gaming can be addictive and some strategies that can be used in response to this effect. I, therefore, find this article to be of greater significance to my research paper as it provides information that will be useful on how video games may be addictive and some strategies that we may use to help minimize this effect.

Guggisberg, M. (2020). Sexually explicit video games and online pornography–The promotion of sexual violence: A critical commentary. Aggression and violent behavior53, 101432. https://www.sciencedirect.com/science/article/pii/S1359178919301065

Guggisberg (2020) expounds on how sexually explicit video games can lead to sexual violence. The author summarises today’s understanding of some of the reported harms to inform the interested members on why there is a need to start awareness, educational programs, and some early interventions for adolescents and young adults on sexually explicit video games. According to Guggisberg (2020), there has been an increasing implication associated with playing sexually clear video games. This has resulted in several cases of sexual violence among adolescents and younger adults. The only limitation of this research is that it does not provide some evidence that indicates the extent of the sexual abuse activities that have occurred due to sexual video gaming activities. Overall, I find the article very valuable to my research paper as it explicitly explains how sexual video games have resulted to several sexual violence. This information will be vital in explaining sexual violence cases due to sexual video games in my research paper.

References

Calvert, S. L., Appelbaum, M., Dodge, K. A., Graham, S., Nagayama Hall, G. C., Hamby, S., … & Hedges, L. V. (2017). The American Psychological Association Task Force assessment of violent video games: Science in the service of public interest. American Psychologist72(2), 126. https://psycnet.apa.org/doiLanding?doi=10.1037/a0040413

Domingues‐Montanari, S. (2017). Clinical and psychological effects of excessive screen time on children. Journal of pediatrics and child health53(4), 333-338. https://onlinelibrary.wiley.com/doi/abs/10.1111/jpc.13462

Guggisberg, M. (2020). Sexually explicit video games and online pornography–The promotion of sexual violence: A critical commentary. Aggression and violent behavior53, 101432. https://www.sciencedirect.com/science/article/pii/S1359178919301065

King, D. L., & Delfabbro, P. H. (2020). Video game addiction. In Adolescent Addiction (pp. 185-213). Academic Press. https://www.sciencedirect.com/science/article/pii/B9780128186268000074

Lau, C., Stewart, S. L., Sarmiento, C., Saklofske, D. H., & Tremblay, P. F. (2018). Who is at risk for problematic video gaming? Risk factors in problematic video gaming in clinically referred Canadian children and adolescents. Multimodal Technologies and Interaction2(2), 19. https://www.mdpi.com/286608

Peracchia, S., & Curcio, G. (2018). Exposure to video games: effects on sleep and post-sleep cognitive abilities. A systematic review of experimental evidence. Sleep Science11(4), 302. https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6361300/

 

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