Mario is the King of Video Games

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Research on the Effects of Video Games on Children

The video game industry has seen tremendous growth over the years. Along with that growth in video game and other media-driven industries has come a growth in violence, shorter attention spans, general inactivity, and obesity among today's youth. Many politicians have time and time again pointed their fingers at the video game industry.

From legislation trying to keep minors from purchasing some games to the creation of the Electronic Software Ratings Board, which voluntarily rates games, many attempts have been made to regulate a medium that apparently has a great number of negative effects that call for regulation. But what are those effects exactly? And how do they directly affect children as members of society?

I would like to specifically know the psychological, social effects, and even physiological effects on children. Do video games tend to lead to more aggressive and anti-social behavior? If so, I would then like to ask whether the change of behavior is due to the actually amount of playtime or the content of a certain game? Also I would like to ask if children develop a pathological dependence on video games? Are video games addicting to some children as gambling is to some adults? I am also curious as to what happens during actual game play. Do children "zone out" into this video game world, and does their pulse increase due to the interactive nature and action present in the game?

 

 

Web Sources:

1. Title: Children's Personality Features Unchanged by Short-Term Video Play; Long-Term Play Likely to be Governed by Combined Influences

Web: http://www.apa.org/releases/videoplay.html

Description:
Study found that aggressive and empathic children are not affected by short-term exposure to violent video games. Researchers theorized that children who have a preference for violent video games are more likely to give aggressive responses in relation to the tests.

Source: Jeanne B. Funk, Ph.D

 

2. Title: Video Games and Their Effects

Web: http://www.mediascope.org/pubs/ibriefs/vge.htm

Description:
Summarizes many social effects found from numerous studies. Findings such as video game players being the heaviest television viewers and being poorer performers at school are presented. Other positive findings were mentioned such as games being therapeutic in rehabilitation programs for children with attention problems.

Source: Mediascope

 

3. Title: Video Games and Children

Web: http://www.parenthoodweb.com/articles/phw83.htm

Description:
The article explains more physiological effects during actual game play than previous sites. Attention is also given to the creation of the different video game rating systems that exist. Gender socialization and other social effects are given the most attention.

Source: ERIC Digest

 

4. Title: Studies on the Effect of Video Game Violence

Web: http://icdweb.cc.purdue.edu/~reyes/GTOR/studies.html

Description:
Site is designed to illustrate the positive, rather than the negative effects of video games. The site explains many common misconceptions that parents have and explains them in an intelligent and coherent manner.

Source: Game Theory Online Resource

 

5. Title: Violent Video Games Can Increase Aggression

Web: http://www.apa.org/releases/videogames.html

Description:
A case study of the effects of violent video games on short-term and long-term aggression. After participants played a violent video game, their aggression was measured by how long they blew a loud noise at the other participants. The study found that video games may cause a short-term change in behavior.

Source: Craig A. Anderson, Ph.D, and Karen E. Dill, Ph.D

 

UNC Library Sources:

1. Greenfield, Patricia M., and Rodney R. Cocking, eds. Interacting with Video. Norwood,
NJ: Ablex Publishing Corporation, 1996. (BF712.A36v.11)

2. Geenfield, Patricia M. Mind and Media: The Effects of Television, Video Games, and
Computers. Cambridge: Harvard University Press, 1984. (HQ784.M3 G73 1984)

3. Killer in Class [videorecording.] 55 min. New York: Courtroom Television Network,
1998.

 

Database and Index Sources:

1. Bensley, Lillian and Juliet Van Eenwyk. (2001 October). Video games and real-life aggression: Review of the literature. Journal of Adolescent Health [Online], Vol 29(4), p. 244-257. Available: PsycInfo [2002 May 28].

2. Denot-Ledunois, Sonja, Guy Vardon, Pierre Perruchet, and Jorge Gallego. (1998 June). The effect of attentional load on the breathing pattern in children. International Journal of Psychophysiology [Online], Vol 29(1), p. 13-21. Available: PsycInfo [2002 May 28].

3. Emes, Craig E. (1997 May). Is Mr. Pac Man eating our children? A review of the effect of video games on children. Canadian Journal of Psychiatry [Online], Vol 42(4), p. 409-414. Available: PsycInfo [2002 May 28].

4. Winkel, Mark, Dawn M. Novak, and Helen Hopsen. (1987 June). Personality factors, subject gender, and the effects of aggressive video games on aggression in adolescents. Journal of Research in Personality [Online], Vol 21(2), p.211-223. Available: PsycInfo [2002 May 28].

5. Mitchell, Edna. (1985 Spring). The dynamics of family interaction around home video games. Marriage and Family Review [Online], pp. 121-135. Available: PsycInfo [2002 September 28].

6.Kappes, Bruno M., and Dan L. Thompson. (1985 September). Biofeedback vs. video games: Effects on impulsivity, locus of control and self-concept with incarcerated juveniles. Journal of Clinical Psychology [Online], Vol 41(5), pp. 698-706. Available: PsycInfo [2002 May 28].

 

Mini-Essay on Mark Cuban:

TITLE: Mark Cuban: Maverick or Mastermind?
(TOPIC AREA: Net People and Places)

Internet billionaire Mark Cuban made his billions by creating a Web site that broadcasts audio and video. MicroSolutions, Cuban's company, was making $30 million a year at the start of 1990. He eventually sold his company to CompuServe. But not one to be forced into early retirement, Cuban started Broadcast.com that pushed him into a billionaire's tax bracket.

Mark Cuban grew up in Pittsburgh, and had an immediate knack for selling things. His ability to take on challenges blindly gave him an edge in gathering his customer's trusts. Cuban would say he could do something even though he knew he could not. Fortunately, he was a quick learner. After college, Cuban started a computer consulting firm without even owning a computer. And after years of tremendous work ethic, Cuban's company, MicroSolutions, began to gross $30 million. After selling the company to CompuServe, Cuban started Broadcast.com, which broadcasts radio and TV stations via the Web. The site went on to make Cuban $2 billion.

With billions come plenty of disposable income. Cuban made the largest Internet purchase by buying a $41 million corporate jet. He also purchased the Dallas Mavericks. Recently, Cuban has gotten engaged to an advertising executive, Tiffany Stewart, he has been dating for seven years.

NOTES:

(1) Marcos Breton, "Moloofs, Cuban-new breed of passionate team owners," Sacramento Bee, 4 May 2002, p. A1. Also Available [Online]: Academic Universe [Accessed: 28 May, 2002].

(2) Steve Zipay, "Story on Fiance Angers Cuban," Newsday, 22 May 2002, p A69. Also Available [Online]: Academic Universe [Accessed: 28 May, 2002].

 

WEB SITES:

Title: Mark Cuban's Secret Bride

Web: http://www.dmagazine.com/june02/pulsepreview.shtml

Description: Cuban kept engagement a secret.

Source: D Magazine

 

Title: Biography: Mark Cuban

Web: http://www.annonline.com/interviews/970124/biography.html

Description: Biography on Mark Cuban

Source: AnnOnline

 

Title: A 'Maverick' Billionaire

Web: http://www.abcnews.go.com/onair/2020/2020_000504_billionaire_feature.html

Description: Interview with Mark Cuban

Source: ABC News

 

 










  This Page Was Last Updated: September, 2002
Email Me: Correy A. Campbell