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Annotated Bibliography- Video Gaming

Annotated Bibliography- Video Gaming

The study area chosen is video games, and the scholarly sources selected have differing results. Several studies show that video games impact gamers’ emotions, behaviors, and mental state. On the other hand, several studies show no connection between video gaming and behavior, emotions, or even their psychological state. The outlined sources will be reviewed for the research study in video gaming.

Annotated sources

Abbasi, A. Z., Rehman, U., Afaq, Z., Rafeh, M. A., Hlavacs, H., Mamun, M. A., & Shah, M. U. (2021). Predicting Video Game Addiction Through the Dimensions of Consumer Video Game Engagement: Quantitative and Cross-sectional Study. JMIR serious games, 9(4), e30310. https://doi.org/10.2196/30310

Abbis et al. (2021) wanted to find out if there is a connection between video gaming and addiction. Specifically, they wanted to establish if video game consumption can lead to addiction. The researchers, therefore, decided to employ a two-step process used for data analysis. The sample size they used was 176 video gamers aged between 15 and 25 years. The researchers tested the hypothesis using WarpPLS. The results of the study showed that there was no connection between video game consumption and video game addiction.

This study offered rich information on the various theories used to understand media addiction, specifically video game addiction. The researchers also used a considerable sample size to make the study results generalizable. Most importantly, they employed scientific approaches like quantitative and cross-sectional research methods. The only weakness of this study is that the researchers tried to separate the highly engaging and involving nature of video games from addiction. Yet, these features are what eventually lead to addiction.

Brilliant T, D., Nouchi, R., & Kawashima, R. (2019). Does Video Gaming Have Impacts on the Brain: Evidence from a Systematic Review. Brain sciences, 9(10), 251. https://doi.org/10.3390/brainsci9100251

This study on video gaming was carried out to prove that video gaming can be beneficial to neuroplasticity. While many other systemic reviews have been done before on this specific topic, this review is unique because it focuses specifically on the benefits of video gaming in intervention studies. The researchers employed a randomized controlled trial in Google Scholar and PubMed databases for articles published no later than 2000. The researchers also wrote a systemic review instead of a meta-analysis because the video games varied, and the participants and the outcomes were also diverse. In this study, which sampled nine articles, the researchers concluded that video gaming was good for brain development.

This study helps to explain that video gaming can have an impact on cognition, whether positive or negative. The review was also done using the latest studies, thus making this research’s outcomes reliable. The other strength of this study is that the researcher used reliable databases to collect the articles. Even so, this article has specific weaknesses, one being that it is a systemic review. The challenge of a systemic review is that it relies on retrospective and observational research, which is prone to systemic and random errors.

Mills, D. J., Milyavskaya, M., Mettler, J., Heath, N. L., & Derevensky, J. L. (2018). How do passion for video games and needs frustration explain time spent gaming?. The British journal of social psychology, 57(2), 461–481. https://doi.org/10.1111/bjso.12239

This research by Mills et al. (2018) looked at one of the areas that researchers on video gaming rarely study. In this specific study, the researchers were interested in finding out if there is a connection between the need for frustration and the time that gamers spend playing video games. In other words, the researchers hypothesized that gamers who experience higher needs and frustration in their lives spend more time on video games to gain satisfaction. The results of their study confirmed their hypothesis that gamers with a lower obsession for gaming also had no connection between their needs, frustration, and the time spent playing video games.

This study helps to bring another perspective to the study on the impacts of video games. It reveals that video games could be used to achieve internal satisfaction. In other words, gamers can use it to replace their daily life’s frustration. The study also helps to support the hypothesis that video games impact people’s emotions and psychological well-being either positively or negatively.

Porter, A. M., & Goolkasian, P. (2019). Video Games and Stress: How Stress Appraisals and Game Content Affect Cardiovascular and Emotion Outcomes. Frontiers in Psychology, 10, 967. https://doi.org/10.3389/fpsyg.2019.00967

Some studies show that video gaming negatively affects gamers’ psychological and cognitive well-being. Porter and Goolkasian (2019) re-examined that games cause stress in this specific research. In this research, these scholars wanted to know if video games can increase pressure by examining their role in inducing cardiovascular responses. Therefore, in this experiment, the researchers were more interested in observing things like the heart rate, diastolic and systolic blood pressure, the rate of positive and negative emotions during and after playing, and blood pressure. While all other things were observed in the experiment, the experiment did not show the presence of blood pressure, which is known to cause a cardiovascular stress response. Therefore, this study showed that playing video games does not cause stress.

This study contributes to new knowledge in this area of study by discrediting some of the myths that exist regarding video gaming. The second importance of this research is that it is an experiment that looks deep into the connection between the gamer’s biology and the game concerning stress. Thus, the experiment helps to prove that there is no connection between gaming and stress. The only limitation of this study would be the number of participants. While 48 participants is not a bad number, it cannot be generalized to the public. Using a larger sample size would have made the results more generalizable.

Shao, R., & Wang, Y. (2019). The Relation of Violent Video Games to Adolescent Aggression: An Examination of Moderated Mediation Effect. Frontiers in Psychology, 10, 384. https://doi.org/10.3389/fpsyg.2019.00384

In this study, Shao and Wang (2019) wanted to examine if there is a connection between violent games and violent tendencies among the children. The research sampled more than 600 Chinese middle school students. The strengths of this study were in the sample size and the fact that the researchers tried to mix up the sampled group to have participants from different backgrounds. Questionnaires also helped the researchers collect more information from the participants since interviews allow participants to express their feelings about the subject under study.

The weakness of this study was in the role that the family plays concerning violence. One thing that comes out in the conclusion is that the family played a role in the aggressive tendencies of the children. Children from a good family environment were impacted differently than those from a bad one. Therefore, this study fails to recognize that the family environment could also primarily contribute to violent or non-violent tendencies. The study is, however, necessary in supporting the hypothesis that exposure to violent video games can cause violent tendencies among gamers.

von der Heiden, J. M., Braun, B., Müller, K. W., & Egloff, B. (2019). The Association Between Video Gaming and Psychological Functioning. Frontiers in Psychology, 10, 1731. https://doi.org/10.3389/fpsyg.2019.01731

In this qualitative study, the researchers were more interested in finding out if there is a connection between video gaming and the psychological functioning of video gamers. The researchers sampled 2,734 participants to whom they gave questionnaires to describe their reasons for playing video games and the genre of video games, among other questions that could help the researchers identify problematic video game use. The research results showed a medium size negative connection between psychological functioning and problematic video gaming. Additionally, the researchers found out that the reasons why these people play video games and the choices of their video games did not in any way match their psychological functioning.

This study was conducted using a qualitative research method, making the outcomes very reliable since qualitative research digs deeper into the participants’ feelings regarding a given subject. This kind of study offers more information on a subject than other research methods, such as quantitative research study. Moreover, the researchers used a very large sample, making the outcomes generalizable. Therefore, this study will be used in the research to show that there is a possibility that video gaming does not have any connection with the psychological functioning of the gamer.

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Question 


instructions
This week, you will complete an annotated bibliography for a paper that will be due by the due date assigned. For more information on the required format of the bibliography, please click on the annotated bibliography template. The literature review begins with choosing one of the major areas of mass media.

Annotated Bibliography- Video Gaming

Annotated Bibliography- Video Gaming

Print
Radio
Television
Internet-based media
Video gaming
After choosing what area of mass media you will be researching, examine the following areas related to the course competencies. Use these as a guide when choosing the research articles:

Understand the major theories associated with the examination of the psychological influences of the media.
Understand the historical context of the media in the development of societal standards and perceptions.
Analyze modern trends of the media in the development of societal standards and perceptions.
Critically evaluate the relation between the historical and contemporary background of media influences to allow for a global and detailed view of the critical components responsible for impacting society.
Demonstrate an understanding of the independent and dependent nature of media sources and the apparent consequences of such systems.
Understand the evolving nature of media sources in a technologically advanced society.
Evaluate the ability of individuals to mitigate the psychological impact of media influences on their daily lives and over time.
Critically evaluate research studies focused on psychology and the media.
Using the South University Online Library database (ProQuest or EBSCOhost) only, find six journal articles related to the topic chosen. (Your textbook, Wikipedia, or any other Web source will not be accepted for this assignment.) The journal articles have to be from a peer-reviewed, scholarly journal(s). The articles do not need to be empirical studies but are required to be from primary sources. Finally, due to the nature of the changing media landscape you should only use current research. Current research for our purposes is an article that was published within the last 5 to 6 years.