Daniel Wise
Deana Hueners
Composition II
03/26/07
Annotated Bibliography
Anderson, Craig A. "Violent Video Games: Myths, Facts,." Psychological Science Agenda. Oct. 2003. American Psychological Association. 26 Mar. 2007
Craig A. Anderson a member of the Executive Council of the International Society for Research on Aggression researched the affects of violent video games and produced a list of myths involving the link between aggressiveness and video games. In his research he found that the effects of video games are wide-spread and very powerful on the mind. His theory is that these games provide a positive solution for using violence, they make violent behavior more “cognitively accessible,” they decrease nonviolent scripts and decreases negative reactions to violent or aggressive behavior.
Bowles, Scott. "'Grand Theft Auto' Gets Pulled Over."
Scott Bowles, a writer for USA Today, explains recent news about a video game being taken off the shelves for a modification hidden within the game’s code. This modification or “mod” is known as the hot coffee mod which revealed a mini-game involving the player’s character having sex on screen. The game’s producer Rock Star then halted production of the game because it was being pulled off shelves for having the original “M” rating changed to the “AO” rating intended only for adults 18 and older. Rock Star then produced an edited version of the game that did not have the modification included.
Elfman, Doug. "Vegas Mayor Wastes Time, Slams OK Shooting Game."
Doug Elfman of the Oregonian reacts to
Ries, Al. "Nintendo Will Win Game Wars by Thinking 'Different,' Not 'Better'" Advertising Age 78 (2007): 13.
Al Ries chairman of Ries & Ries, an Atlanta-based marketing-strategy firm, writes about how Nintendo is changing its strategy as the new generation of video game systems advance onto the market. Nintendo’s strategy has always been to do things differently from all the other companies such as Microsoft and Sony Computer Entertainment. In 1989 they introduced the first portable game system the Game Boy to the masses, and in 2006 they introduced the Nintendo Wii. The Wii only produces 1/10 of the power produced by the Xbox 360 and the Playstation 3, but includes the innovative Wii-mote and nunchuck controller.
Vance, Patricia E. "Entertainment Software Rating Board."
Congressional Digest 84.2 (2005): 56-58.
Patricia E. Vance, President of the Entertainment Software Rating Board, explains
the basic mission of the ESRB which is to allow parents to have a better understanding of the content in video games. The article is a direct transcription of the hearings taken place on September 28, 2004 before the Senate Commerce Subcommittee on science, technology, and space. She also goes through the rating system and explains each category and the different criteria that games must fit to be included in each category.
"Violence in Video Games." Wikipedia: The Free Encyclopedia. 28 Dec.
2006. Wikipedia. 26 Mar. 2007
This entry on Wikipedia: The Free Encyclopedia, there are several well documented instances where the video game industry has attracted plenty of controversy. It lists the content that has garnered much scandal in video games such as: sexuality and nudity, child development, violence, and explicit language. The American Psychological Association has also ran a study where it has been found that video games can raise aggressive behavior in children; however, parents have been able do subdue these effects by moderating exposure. The article also lists game legislation in major countries. These countries require that game developers present their products to a ratings board that then decide on the appropriate audience for that game.
Wright, Katheryn. "Does Media Cause Violent Behavior?" Women Gamers: Because Women Do Play. 6 Oct. 2000. Women Gamers. 26 Mar. 2007
Dr. Katheryn Wright, a resident consulting psychologist for Woemen Gamers.com, explains her views of the Federal Trade Commission report on the marketing of mature rated games to children. Based on her review of the report, she has found that while violent video games can lead to violent behavior, people should not list that as the lone reason for violent behavior. She insists that there are many factors in a person’s environment that come into play in their social development. She does agree with the report that measures should be taken to improve the situation. For example, prohibiting the sale of video games to children, improve retailer compliance, and making parents more aware of the rating system.