Arundell, L., Fletcher, E., Salmon, J., Veitch, J., & Hinkley, T. (2016). A systematic review of the prevalence of sedentary behavior during the after-school period among children aged 5-18 years. International Journal of Behavioral Nutrition and Physical Activity, 13(1), 93. https://doi.org/10.1186/s12966-016-0419-1
This source addresses commonness of sedentary deeds among students during and after school period. This source captures results of a research study done among participants aged between 5-18 years through the measure of overall after-school sedentary time objectively. The study concludes that most children and adolescents spend the most significant time of the after school period watching television and engaged in non-screen centered sedentary deeds. The research asserts that less time is spent by this group of students on activities such as reading or sporting. Most of the children prefer passing after school time viewing Tv and other screen-based behavior than engaging in sedentary social behaviors. The conclusions of this article are useful in support of the point that video games contribute to the causes of violence in modern society. The source is essential in showing how video games can significantly influence students' behaviors because they spend most of the time engaged in screen-based sedentary behavior. Most video games contain violent scenes, and therefore, it becomes easier for children to develop similar deeds considering the much time spent on screen.
Brown, Joshua D,PharmD., PhD., & Goodin, Amie J,PhD., M.P.P. (2018). Mass casualty shooting venues, types of firearms, and age of perpetrators in the united states, 1982-2018. American Journal of Public Health, 108(10), 1385-1387. doi:http://dx.doi.org/10.2105/AJPH.2018.304584
This work evaluates the linkage between mass casualty shooting places, the kinds of firearms, and the age of the wrongdoers in the United States. The results of the study revealed that out of the 97 events studied, the average offender ages were 35 and 25 years for shootings in schools. Those between ages 18 committed four of the 16 casualty events to 20 years. There are more killings in school by students between ages 18 to 21. These are the active ages of school going children whose behaviors are easily influenced by the surrounding. This source also denotes that the mass shootings could be as a result of a lack of well-enforced age restrictions to the purchase of long gun firearms of individuals under the age of 21. This research is essential in proving that video games contribute to the causes of violence in modern society. The contemporary child spends most of their free time on the modern screen technology, and therefore, this could be a significant push for the increased cases of violence reported among communities.
Ferguson, C. J. (2011). Video games and youth violence: A prospective analysis in adolescents. Journal of Youth and Adolescence, 40(4), 377-91. doi:http://dx.doi.org/10.1007/s10964-010-9610-x
This source presents a prospective analysis of the link between video games and aggressive behaviors among the youth. The results of the study conducted among the adolescents of Hispanic origin shows a direct correlation between depression and violence. The study determines that depressive symptoms incline with anti-social traits crafting aggressive and violent individuals. The study underscores three theoretical views of video gaming violence as follows: first, exposure to video game violence has a learning-based central influence on consequent severe hostility. Secondly; individuals with high levels of anti-social traits are drawn to video game violence and finally, any association between the video game playing and violence is as a result of underlying secondary variables. The authors conclude by summarizing that as much as the influence of video gaming is unclear on individuals, the exposure is not limited as it depends on the child's choice. Thus the research supports the evidence that video games contribute to the causes of violence in the contemporary world.
Granquist, C., Stromberg, F., & Soilen, K. S. (2015). GAMES AS A MARKETING CHANNEL - THE IMPACT ON PLAYERS AND SPECTATORS. International Journal of Electronic Business Management, 13, 57-65. Retrieved from https://search.proquest.com/docview/1810335217?accountid=45049
By looking into consumer perception, this source presents a study that examines how the audience receives advertising via video games. This research is essential as it explores the extent of popularity of video games among different age groups. According to the authors, the new alternative for companies for marketing their products is through computer games. According to the theory of limited capacity model, advertising hoardings that are similar to the game's storyline results in stronger advertising as it gathers more attention. This study is a significant evidence of the fact that video games are grounds of violence in modern society. The research is important as it proves that consumers who are players of certain games focus more attention on particular advertising due to interest. Similarly, violent games are intense contributes to most peoples' interest in aggressive behaviors.
Kuo, A., Lutz, R. J., & Hiler, J. L. (2016). Brave new world of warcraft: A conceptual framework for active escapism. The Journal of Consumer Marketing, 33(7), 498-506. Retrieved from https://search.proquest.com/docview/1844291932?accountid=45049
This paper is a study conducted to investigate the active escapism by studying consumers as observers through experimental consumption. The findings of the study denote that other forms of emotional focused coping release stress by focusing attention away from the stressors. This means that the online environment, mostly in video gaming, can be used to influence the relationship with real life. The authors go ahead to explain how escapism motivation gives the video gamer the desire to gain the same power and make progress similar to those in the game. This source thus plays an essential role in explaining the evidence that video game is a great cause of violence in modern society. The source also supports that obsessive players often feel fanatic and may display violent behaviors as a result of influence from the video games.
References
Arundell, L., Fletcher, E., Salmon, J., Veitch, J., & Hinkley, T. (2016). A systematic review of the prevalence of sedentary behavior during the after-school period among children aged 5-18 years. International Journal of Behavioral Nutrition and Physical Activity, 13(1), 93. https://doi.org/10.1186/s12966-016-0419-1
Brown, Joshua D,PharmD., PhD., & Goodin, Amie J,PhD., M.P.P. (2018). Mass casualty shooting venues, types of firearms, and age of perpetrators in the united states, 1982-2018. American Journal of Public Health, 108(10), 1385-1387. doi:http://dx.doi.org/10.2105/AJPH.2018.304584
Ferguson, C. J. (2011). Video games and youth violence: A prospective analysis in adolescents. Journal of Youth and Adolescence, 40(4), 377-91. doi:http://dx.doi.org/10.1007/s10964-010-9610-x
Granquist, C., Stromberg, F., & Soilen, K. S. (2015). GAMES AS A MARKETING CHANNEL - THE IMPACT ON PLAYERS AND SPECTATORS. International Journal of Electronic Business Management, 13, 57-65. Retrieved from https://search.proquest.com/docview/1810335217?accountid=45049
Kuo, A., Lutz, R. J., & Hiler, J. L. (2016). Brave new world of warcraft: A conceptual framework for active escapism. The Journal of Consumer Marketing, 33(7), 498-506. Retrieved from https://search.proquest.com/docview/1844291932?accountid=45049
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