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Bash ’em Smash ’em Violent Video Games and Their Effects on Aggression By: Katrina Deutsch, Whitney Evans, and Rachel Schloss For: Communications 111
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How we located information for our topic: (How we decided where to look) FOR PRINT-BASED SOURCES: We started our research using MIRLYN. We started our research using MIRLYN. We used the Database section to locate articles specific to our topic. We used the Database section to locate articles specific to our topic. If full-text was available online, we printed out the article. If full-text was available online, we printed out the article. If full-text was unavailable, we went to the library (ex: UGLi, Grad) which had the journal the article was in, and made a copy. If full-text was unavailable, we went to the library (ex: UGLi, Grad) which had the journal the article was in, and made a copy. FOR WEB-BASED SOURCES: We started our research using search engines such as Google and Yahoo, searching topics such as ‘video games and aggression’ and ‘violence and aggression’. We started our research using search engines such as Google and Yahoo, searching topics such as ‘video games and aggression’ and ‘violence and aggression’. We scanned through the results for Web sites specific to our topic. We scanned through the results for Web sites specific to our topic. We browed through Web sites that seemed relevant, recording the URL for future reference. We browed through Web sites that seemed relevant, recording the URL for future reference.
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Sources consulted and criteria used in evaluating sources: To view the sources that we deemed acceptable after evaluating, click on the following link: http://www-personal.umich.edu/~kkd/resources.html To view the sources that we deemed acceptable after evaluating, click on the following link: http://www-personal.umich.edu/~kkd/resources.htmlhttp://www-personal.umich.edu/~kkd/resources.html CRITERIA USED IN EVALUATING OUR SOURCES: Relevancy: How relevant is this source to the topic we are using? Does it encompass all aspects of the question we are asking? Relevancy: How relevant is this source to the topic we are using? Does it encompass all aspects of the question we are asking? Reliability: How reliable is this source? Where does it come from? (ex: professional journal, textbook) For what purpose was this source written? Reliability: How reliable is this source? Where does it come from? (ex: professional journal, textbook) For what purpose was this source written? Authority: Who is the author of this source? (ex: researcher, student, professor) How knowledgeable are they on our topic? Authority: Who is the author of this source? (ex: researcher, student, professor) How knowledgeable are they on our topic? Accessibility: How easy is it for us to use this source? For print-based sources, can we obtain a copy for ourselves easily, if at all? For web-based sources, can we access the site without a password? Accessibility: How easy is it for us to use this source? For print-based sources, can we obtain a copy for ourselves easily, if at all? For web-based sources, can we access the site without a password?
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Overall assessment of our sources: ( How we determined our 10 print-based and 5 web-based sources) FOR PRINT-BASED SOURCES: Print-based sources are easier to evaluate because their origin is easier to determine. Print-based sources are easier to evaluate because their origin is easier to determine. Our print based sources were taken from professional journals and textbooks. Our print based sources were taken from professional journals and textbooks. Professional journals are always “good” sources because researchers go through thorough evaluations by professionals in their field before being published in a journal. Professional journals are always “good” sources because researchers go through thorough evaluations by professionals in their field before being published in a journal. Textbooks are “good” sources because they are written by researchers or professors who are extremely knowledgeable on the topic. Textbooks are “good” sources because they are written by researchers or professors who are extremely knowledgeable on the topic. FOR WEB-BASED SOURCES: Web-based sources are more difficult to evaluate because the World Wide Web is not selective. Web-based sources are more difficult to evaluate because the World Wide Web is not selective. Web sites taken from Universities are usually “good” sources because they are either written or overlooked by a professor or researcher in the field the Web site is about. Web sites taken from Universities are usually “good” sources because they are either written or overlooked by a professor or researcher in the field the Web site is about. Online journals are “good” sources for the same reason as print-based journals. Online journals are “good” sources for the same reason as print-based journals. However, there are more Web sites online not from Universities or online journals that contain false or biased information. However, there are more Web sites online not from Universities or online journals that contain false or biased information.
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Our findings and conclusions (Part One): Violent video games ABSOLUTELY have a positive effect on the aggression of children. Violent video games ABSOLUTELY have a positive effect on the aggression of children. Many studies done, especially those of Bushman and Anderson, thoroughly tested and examined the different ways in which different types of video games effect children (such as first person games, where the player sees through the eyes of the character). Many studies done, especially those of Bushman and Anderson, thoroughly tested and examined the different ways in which different types of video games effect children (such as first person games, where the player sees through the eyes of the character). Even video games such as Mario Brothers, which parents and children think of as non-violent, are in fact considered violent, and cause aggression. Even video games such as Mario Brothers, which parents and children think of as non-violent, are in fact considered violent, and cause aggression. Violent video games, such as Grand Theft Auto 3, market and sell extremely well to children. Grand Theft Auto 3 was the highest selling video game of 2002, as well as the most violent. Violent video games, such as Grand Theft Auto 3, market and sell extremely well to children. Grand Theft Auto 3 was the highest selling video game of 2002, as well as the most violent. The aggression that is caused by violent video games does not lessen over time, it causes the children playing those games to grow in to adults that are more aggressive than other adults who did not play violent video games as children. The aggression that is caused by violent video games does not lessen over time, it causes the children playing those games to grow in to adults that are more aggressive than other adults who did not play violent video games as children. Besides aggression, violent video games often lead children to believe that women are inferior, used mostly as objects of sexual desire. Besides aggression, violent video games often lead children to believe that women are inferior, used mostly as objects of sexual desire.
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Our findings and conclusions (Part Two): This graph, from the Anderson, Dill study titled "Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life, shows the effect of the exposure to video game violence on aggressive behavior, as a function of aggressive personality and gender. This graph, taken from the same study as the one above, shows the effect of the exposure to video game violence on nonaggressive delinquency as a function of aggressive personality.
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Check out our Website: IF YOU WANT TO SEE OUR ENTIRE WEBSITE, ENTER USING THE LINK BELOW: http://www.umich.edu/~kkd/yaycomm111.html OR CHECK IT OUT ON YOUR OWN!
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