Engl 1302

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Question Description

Purpose: You will take at least 3 of the sources that you have on your annotated bibliography that has at least two different perspectives on your topic. If you don't have differing perspectives, you will have to do more research as you must have different perspectives. In a table like the one below, list:

  • 4 essential questions that would need to be covered to fulfill an argument based on the angle you are taking with the issue. For instance, gun control is a topic; what issue about gun control will you consider? That's where the questions come from.
  • For each of the 3 sources, list what paragraph(s) cover the questions.
  • summarize the perspectives, how they intersect and how they diverge, and how they fit into your opinion.

NOTE: I do attach my annotated bib below.

QuestionsSource #1 Author: Source #2 Author:Source #3 Author:Source #4 Author:
1.
2.
3.
4.
Summary of perspectives:

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Nguyen 1 Chau Nguyen ENGL 1302 Prof. Brown The Dangers of Video Game Violence Cunningham, Scott, Benjamin Engelstätter, and Michael R. Ward. "Violent video games and violent crime." Southern Economic Journal 82.4 (2016): 1247-1265. This is a journal article of the 82nd volume of the 4th issue of the Southern Economic Journal by Scott Cunningham Benjamin Engelstätter and Michael R. Ward published in February 2016 in Tennessee USA. Cunningham et al. make a consideration of the allegations by many scholars and authors concerning the association of violent video games which are gaining best seller to violence and aggressive tendencies. They conduct quasi experiments to find out that the video games have an extent of influence towards the violent and aggressive tendencies as per evidence from experiments. The source is a connection and clarification of what the result of playing violent video games can be to the player children, teenagers or adults. It provides statistics of the clarity of the relationship between violent tendencies and playing such violent games. However, they find no evidence of any association of such violence and aggression in connection with any crimes. In fact, such game play according to their findings can be associated with decrease in crime. Nguyen 2 Carnagey, Nicholas L., Craig A. Anderson, and Brad J. Bushman. "The effect of video game violence on physiological desensitization to real-life violence." Journal of experimental social psychology 43.3 (2007): 489-496. Another journal article published by Elsevier for the Journal of Experimental Social Psychology in 2007 by Nicholas L. Carnageya, Craig A. Andersonb and Brad J. Bushman. It also seeks to close the gap between real life violence tendencies and violent video games and clips with timed and experimental conditions at first. In this case, subjects are taken through experiment playing video games for 20 minutes while others watch violent media on television. Their heart rates and post-game behaviors are monitor to provide an extensive report which associates video games to anger and anxiety among a few other traits. Beside not getting proof of causing direct violence, they discover that with time the process can result in bigger effects which could contribute to the connection of such game to violence. They therefore conclude that the effects of such games can be longer-term as have differential effects relative to different personality trails. Olson, Cheryl K., Lawrence A. Kutner, and Dorothy E. Warner. "The role of violent video game content in adolescent development: Boys' perspectives." Journal of Adolescent Research 23.1 (2008): 55-75. This one is a journal article for published by the Journal for adolescent research Olson et al. in January 2008 in Massachusetts. They seek to find out how much imagination and perception is taken up by young boys who get exposed to violent games. They experiment with 42 young boys who take part and are evaluates after the games. The main aim is not only violence but also to make the boys exposed to fame and power in the virtual world of the games and observe effects in their real world behavior and perceptions of matters. In the first place, they need to find out how such children’s understanding and perception is affected. In the end the boys are not affected as Nguyen 3 much but may be afraid younger counterparts may pick language traits such as swearing among other languages used in the games. Chory, Rebecca M., and Alan K. Goodboy. "Is basic personality related to violent and nonviolent video game play and preferences?." Cyberpsychology, Behavior, and Social Networking 14.4 (2011): 191-198. A journal entry into the Cyberpsychology, behavior and social networking journal by Rebecca M. Chory, and Alan K. Goodboy in on April 2011 in the US. This one connects personality traits to media type tendencies in a bid to find out if personality has a role to play when it comes to choosing the type of media games one chooses to play. Participants were question on their preferred game types and amount of time played and takes through a personality test. Findings show that that individuals higher in openness but lower in agreeableness have a greater tendency to more violent games. Also, more open and extroverted but less agreeable and neurotic persons preferred to play video games that are more violent. Adachi, Paul JC, and Teena Willoughby. "The effect of violent video games on aggression: Is it more than just the violence?." Aggression and violent behavior 16.1 (2011): 55-62. Aggression and Violent Behavior Volume 16 Issue 1 of 2011 by Paul J.C. Adachi and TeenaWilloughby. Those particular article brings a twist to Video game violence data by first focusing on the results of the other researches and appointing a great deal of focus on bringing out the two limitation that the other studies have missed to handle. They have failed to equate the games in terms of difficulty, competitiveness and pace of action. They have also failed to differentiate the measure of aggression from the measure of competitiveness hence maintaining some extent of bias. It narrows research down to find out that aggression is not as ambiguous. Nguyen 4 Gentile, Douglas A., and J. Ronald Gentile. "Violent video games as exemplary teachers: A conceptual analysis." Journal of Youth and Adolescence 37.2 (2008): 127-141. Journal entry for the Journal of youth and Adolescence by Douglas A. Gentile and Email authorJ. Ronald Gentile in 2008. Here, teaching techniques are indirectly used by video games to enable the youth players acquired a set of skills that are apparently important in completing such games. They therefore make use of such training and teaching techniques to make the video games the best teachers so far. They also try to understand the connectivity between such and aggression and violence between young children, youths and older youths to observe the differences in cognition. Nguyen 5 Works Cited Adachi, Paul JC, and Teena Willoughby. "The effect of violent video games on aggression: Is it more than just the violence?." Aggression and violent behavior 16.1 (2011): 55-62. Carnagey, Nicholas L., Craig A. Anderson, and Brad J. Bushman. "The effect of video game violence on physiological desensitization to real-life violence." Journal of experimental social psychology 43.3 (2007): 489-496. Chory, Rebecca M., and Alan K. Goodboy. "Is basic personality related to violent and non-violent video game play and preferences?." Cyberpsychology, Behavior, and Social Networking 14.4 (2011): 191-198. Cunningham, Scott, Benjamin Engelstätter, and Michael R. Ward. "Violent video games and violent crime." Southern Economic Journal 82.4 (2016): 1247-1265. Gentile, Douglas A., and J. Ronald Gentile. "Violent video games as exemplary teachers: A conceptual analysis." Journal of Youth and Adolescence 37.2 (2008): 127-141. Olson, Cheryl K., Lawrence A. Kutner, and Dorothy E. Warner. "The role of violent video game content in adolescent development: Boys' perspectives." Journal of Adolescent Research 23.1 (2008): 55-75. ...
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