Documentos de Académico
Documentos de Profesional
Documentos de Cultura
English 1001
Annotated bib #1
Source #1:
Barr, Matthew. "Student Attitudes to Games-Based Skills Development: Learning from Video
Games in Higher Education." Computers in Human Behavior, vol. 80, Mar. 2018, pp. 283-294.
EBSCOhost, doi:10.1016/j.chb.2017.11.030.
This article is a study that was done to see if video games improved specific skills. They
had a control group and a tested group; the tested group had selected several games from a list of
recommendations and played them over an 8-week period. They say video games could enhance
“communication skills, teamwork, and adaptability”. The conclusion of the test showed results
that strongly supported the hypotheses that video games did improve people’s resourcefulness
Because of this article’s strong evidence, I know I can use it my paper to show some
guaranteed ways to improve some specific skills. The audience I am directing my paper would
also be surprised to see some real upsides to playing video games proven with tested studies.
This article is a scholarly peer reviewed article, and the author Matthew Barr studies at
Eichenbaum, Adam, et al. "Video Games: Play That Can Do Serious Good." American
libezp.lib.lsu.edu/login?url=https://search-ebscohost-
com.libezp.lib.lsu.edu/login.aspx?direct=true&db=eric&AN=EJ1043955&site=eds-
live&scope=site&profile=eds-main.
This paper goes over “principles psychologists, neuroscientists, and educators believe
that are critical for learning.” The article fights the thought that games are just mindless fun. It
shows games have real world purpose in teaching and is a very practical way of doing it.
The article has some more information I wanted to incorporate into my paper. I want to
show that playing video games isn’t bad and that you could actually learn from them and this
This is a scholarly peer reviewed article and its source was American Journal of play.
The main author is a co-write in many other papers and has countless lead roles in other journals.
Source #3:
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com.libezp.lib.lsu.edu/login.aspx?direct=true&db=edswss&AN=000331802400004&site=eds-
live&scope=site&profile=eds-main.
This article focuses on the benefits of playing video games. It states, “children use play
for emotional mastery in their real lives.” Gottman (1996) it talks about how children grow and
adapt to the real world through social games. The article continues by saying “Contrary to
conventional beliefs that playing video games is intellectually lazy and sedating, it turns out that
This article was exactly what I was hoping to find. It goes over all the benefits in playing
video games known at that time in research. I could use it for some strong points in my paper.
This Journal was peer reviewed and published by AMER Psychological Association. The
main author Isabela Granic is a co-writer to many other scholarly peer reviewed journals and
articles.
Source #4
Hines, Terence. "Virtual Violence: A Review of Moral Combat: Why the War on Violent
Video Games Is Wrong. By Patrick M. Markey and Christopher J. Ferguson." Skeptic (Altadena,
com.libezp.lib.lsu.edu/login.aspx?direct=true&db=edsgbc&AN=edsgcl.520714011&site=eds-
live&scope=site&profile=eds-main.
This journal is a review of a book called “Moral Combat: Why the War on Violent Video
Games is Wrong” (Patrick M. and Christopher J). the review gives a history of video games and
how people try to pin violence in young kids on the games they play. It disproves that notion and
shows that video games are not bad but that they are good, even the violent fps ones.
I really like the book that’s being reviewed and think it has some really good information
I could use in my paper. When it goes over the facts of how games don’t cause people to be more
The author Terence Hines has written and taken part in many scholarly papers. Including
Source #5
Parong, Jocelyn, et al. "Empirical Study: Learning Executive Function Skills by Playing
Focused Video Games." Contemporary Educational Psychology, vol. 51, 01 Oct. 2017, pp. 141-
This article was a study done to see if specific video game could teach “cognitive
shifting”. They had two groups, one playing a game that you need to shift with the other not
needing to shift. The data they provided shows strong evidence that after playing 2 hours for four
sessions peoples shifting skills improved much higher than the others in the test.
Due to the specific nature of this article, I won’t be able to use it as much as I would like
but it still has some really good data in a graph I would like to use in my paper.
Simone, Kühn, et al. "The Myth of Blunted Gamers: No Evidence for Desensitization in
Empathy for Pain After a Violent Video Game Intervention in a Longitudinal Fmri Study on
Non-Gamers." Neurosignals, Vol 26, Iss 1, Pp 22-30 (2018), no. 1, 2018, p. 22. EBSCOhost,
doi:10.1159/000487217.
This articles main focus is to see whether or not violent games cause people to be de-
sensitized to pain or make them more aggressive. They conduct an experiment between three
groups of people. One group playing violent games another not playing games and another
playing the Sims 3. They conclude that there is no correlation between violent games and
I could use this as evidence that games don’t make people more violent or cause people
to become violent. I personally hate when someone tries to pin real world problems on the
assumption that it was the games they played that made them that way when 99% of boys and
94% of all girls play video games. I plan to use this as infuses on my point that video games
This paper was written by a Neurology and Diseases of the nervous system team. It is