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Crime Prevention -- Digital Gaming What Role Annotated Bibliography

¶ … Crime Prevention -- Digital Gaming What role does digital video gaming play in crime, delinquency or other forms of antisocial behavior?

American Psychological Association (2011, August 29). Playing highly competitive video games may lead to aggressive behavior. ScienceDaily. Retrieved February 15, 2012, from http://www.sciencedaily.com- / releases/2011/08/110829114714.htm.

In a unique twist of methodologies, the American Psychological Association added credibility to an interesting study done by several advanced degree students where were looking at the highly debated contemporary issue: is there a relationship between video games and violence? Past studies suggested that the issue of importance was not the violence but the level of competition. Through two versions of their approach, the researchers looked at how subjects reacted to highly or lesser competitive video games and their tendencies as a result to "retaliate" against another -- by fixing that person a more or less aggressively spiced taste of food in a flavor competition. The idea was then tested in another set of games with more options, only this time including a heart monitor. The results demonstrated significant tendencies for participants to be more aggressive with the hot sauce in relation to the level of competition in the games. Those who were more competitive also showed elevated heart rates. This study is simple and to the point, but it does give the average reader a sense of how social scientists make connections.

Xu, Y., Cao, X., Sellen, A., Herbrich, R. And Graepel, T. (2011, March). Sociable Killers: Understanding Social Relationships in an Online First-Person Shooter Game. CSCW 2011, Hangzhou, China. Retrieved February 15, 2012 from http://research.microsoft.com/en-us/people/xiangc/cscw2011_sociablekillers.pdf.

Sometimes complex technical studies can speak for themselves. Here...

In fact, these seemingly 'unsocial' and virtually violent games can entail surprisingly rich and diverse social relationships, which are reported in detail here." This mixture of qualitative experience relays and quantitative data collection contains much criticism of those who profess an understanding of First Person Shooters where militarism is thought to live.
Ferguson, C.J., Olson, C.K., Kutner, L.A., and Warner, D.E. (2010). Violent Video Games, Catharsis Seeking, Bullying, and Delinquency: A Multivariate Analysis of Effects. Crime and Delinquency. XX (X) 1-21. DOI: 10.1177/0011128710362201.

Step-by-step this intensively scientific but still readable study goes through numerous procedural flaws and scientific weaknesses in studies associated with the question of violence of various forms. They actually find little or no connection between violent video games and such behaviors. They did support correlations between issues such as stress and trait aggression (the sense that it is okay for me to hurt someone for certain reasons), which were statistically predictive of delinquency. The study is sound and credible and is likely to add to a better understanding of bias in the field amongst scientists looking into these issues. It is not likely the general public will give it its due.

Young, K. (2009). Understanding online gaming addiction and treatment issues for adolescence. The American Journal of Family Therapy. 37: 355-372.

Some bad behaviors predict other bad behaviors. This seems to be a major presumption of this article, which is written as an explanatory piece and overview of treatment modalities for…

Sources used in this document:
"Video gaming is so widespread among American teenagers that to paint a portrait of a typical teen gamer is to hold a mirror to the population of teens as whole. Nearly every teen plays games in some way, regardless of gender, age, or socioeconomic status." The Pew Internet & American Life Project jumped into the gaming sector headfirst and gave many people a lot to consider. A massive collective of data, it took aim at assumptions about young people who play such games as being isolated or engaged in an environment that let violence go by unchallenged. This study should be reviewed by anyone and everyone who has an opinion on the subject of games and criminal, delinquency or anti-social behavior. It's a rich collection of game-changing knowledge.

Inderscience Publishers (2008, May 14). Could Violent Video Games Reduce Rather Than Increase Violence?. ScienceDaily. Retrieved February 15, 2012, from http://www.sciencedaily.com- / releases/2008/05/080514213432.htm.

The International Journal of Liability and Scientific Enquiry recently featured this piece Patrick Kierkegaard of the University of Essex, England. Kieregaard takes an apparently emotional dive into the question of whether video games really do cause violence by systematically looking back at the full field of study and their biases. Noting that this subject has been of importance since the 1990s, the case can be made that we should currently be experiencing an epidemic of violence given the growth in video game playing. Yet that is not happening. Crime and delinquency among these young people has actually decreased. This review is highly critical of biases about games and aggressiveness, noting that no reliable conclusions of this affect that be found in studies on topics as diverse as fighting at school to criminal assaults. The commentary seems to present a good representation of some of the frustrations that happen when scientists confront public perceptions that may have little grounding in fact. The average reader would likely find this kind of articles easy to read and emotionally appealing if he or she were truly interested in gaming -- which, coincidently, he or she most likely is.
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