Thursday, February 24, 2011

First Annotated Bibliography


Gentile, Douglas A., ed. Media violence and children: a complete guide for parents and professionals. Westport: Praeger Publishers, 2003.

Video games were designed with the intent of being entertaining, challenging, and occasionally educational.  Although this may be the case, most video games contain violent material.  While those three arguments are used to describe the intent of video games they have become irrelevant as video games evolved to having more realistic graphics and involve scenarios that place the player in a situation using violent acts upon realistic characters.  Six main reasons appear for why violent video games have more of an effect on children than violent television: identification with an aggressor increases imitation of the aggressor, active participation increases learning, practicing an entire behavioral sequence is more effective than practicing only a part, violence is continuous, repetition increases learning, and rewards increase imitation.  Through these games, the player is the one that is put in the position to commence with these acts, and in most situations can not advance if he or she does not commit certain violent acts.  Violent behavior is taught and rewarded in the games.  Do children today know where to draw the line? 

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