Author: Andrea Norcia, college student writer
Title: The impact of Video Games on Children
Publisher/Site: http://www.pamf.org/preteen/parents/videogames.html
Public. Date: september, 2004
Access Date: march, 2007
Other
1. Relevance
How closely does the material address your research question? The material in this article takes a very close look of the impact that video games have on children. This article also looks at many different aspects about how a child is affected by video games.
Does it provide background or address a central issue? It adrresses the dominance of video games on certain children and in many cases how it can take over their lives.
Notes: The most widely used “positive” impact video games are said to have on children is that they may improve a player’s manual dexterity and computer literacy. Ever-improving technology also provides players with better graphics that give a more “realistic” virtual playing experience.
2. Evidence
Are the ideas and information presented persuasively, with support (i.e. strong argument, relevant facts)? Ya there are several strong argument made by the author and other sources she used throughout her article.
Is the presentation seemingly fair and informed with appropriate sources credited? yes
Notes:
Because of the popularity of video games, completely eliminating them from your child’s life might be difficult. But there are a number of suggestions for decreasing the negative impact that they might have on your child
3. Source
Who is the author? What “authority” or affiliation does he/she have? Does the style indicate reliability or biases? I liked this particular author cause she is also a college student. I just thought it would be easier to relate to her and what ideas she had.
Who is the publisher? What does this suggest about the purpose and trustworthiness of the material? Its published by Palo Altol medical foundation, so in my opinion they would have to be pretty reliable.
Notes: In another study conducted by Gentile, Lynch, Linder & Walsh (2004, p.6) “adolescent girls played video games for an average of 5 hours a week whereas boys averaged 13 hours a week”.
Bushman, B. & Anderson, C. (2002). Violent Video Games and Hostile Expectations: A Test of the General Aggression Model. Personality and Social Psychology Bulletin, 28, 1679-1686.
Gentile, D. A. & Anderson, C. A. (2003). Violent video games: The newest media violence hazard. In D. A. Gentile (Ed.), Media violence and children. Westport, CT: Praeger Publishing.
Gentile, D. A., Lynch, P., Linder, J. & Walsh, D. (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. Journal of Adolescence, 27, 5-22.
Joint Statement on the Impact of Entertainment Violence on Children: Congressional Public Health Summit. (July 26, 2000.) Available: http://www.aap.org/advocacy/ releases/jstmtevc.htm, Accessed 9/2004
Walsh, D. (2000). Interactive violence and children: Testimony submitted to the Committee on Commerce, Science, and Transportation, United States Senate. (March 21, 2000.) Available: http://commerce.senate.gov/ hearings/0321wal1.pdf (Acrobat), Accessed 9/2004