Annotated Biblography
Primary Source
Begley, Sharon.
"This Is Your Brain on a Videogame." Harman Newsweek
LLC n.d.: n. pag.MAS Ultra -
School Edition. Web. 9
Sept. 2012.
This was an experiment
report, where multiple people were told to play one of three games, and when
they were finished, were told to describe how they felt. This showed the
positive effects of playing games such as being less stressed and more
calm. This was a
social Impact.
Dune. "Effect of Video Games."
Online interview. 9 Oct.
2012.
We interviewed the Game
Developing Company, Dune, over email, chat, and other online forms of
communication. We asked them about how the gaming industry rose, and why it
became so important.We used this information to find
the direction that we should look into, and so that we could have a different
point of view.
Kahne, Joseph,
Amanda Lenhart, Ellen Middaugh, Alexandra Macgill, Chris Evans, and Jessica
Vitak. "Pew
ResearchCenter's
Internet & American Life Project." Teens, Video Games and
Civics. N.p., n.d. Web.12 Oct. 2012.
< http://www.pewinternet.org/Reports/2008/Teens-Video-Games-and-
Civics.aspx>.
This provided a result of a
study on the effect of video games on players, and how they affected the
reaction speeds of test subjects before and after games. This
was a social impact.
Patricia E. Vance President
Entertainment Software Rating Board, (ESRB). “Violent Content in Video Games.” FDCH
Congressional Testimony (n.d.): MAS
Ultra – School Edtion. Web. 9
October, 2012.
As a result of video games,
there were many controversies and people being influenced by the industry created by it. In
order to make sure that these games stay safe, outside servers serve as a
watchdog for the games. This was a review from a “watchdog” organization.
We used this as a social
impact on the effect of games.
Stevan D. Mitchell Vice
President Intellectual Property,
Policy.“Internet Privacy Problems.” FDCH
Congressional Testimony (n.d.): MAS
Ultra – School Edition. Web.9 October.2012
This was a case deciding whether or not children and young teenagers should be
allowed to buy and play games. In the end it caused the system of game ratings provided now. We used this as a political/social
impact of games.
Secondary Source
Donovan, Trista. Replay:
The History of Video Games. East Sussex, England: Yellow Ant, 2010. Book.
Gave Background information
on the topic, provided many views on the business and gave many statistics. We used
this as an economic impact of games.
Kent, Steve L. The
Ultimate History of Video Games: From Pong to Pokémon and beyond: The story
behind the Craze that touched Our Lives and Changed the World.
Roseville, CA; Prima Pub. Book.
Described what technology was
used to produce early video games. Also gave information on the developers of
the first video game developers. We
used this as an economic and social
impact of games.
Nathan Mawby, Melbourne. “We
love Family Games… And Guns Fingers on the Triggers.” Advertiser,
the Adelaide (2012). Newspaper
Source. Web. 30 September, 2012.
Described modern business on
games and the technology. Also told us the demographics of games and the
revenue generated by the Video Games industry currently. This
had a heavy economic aspect.
Sharon Jayson. USA, Today.
“Study the player not the video game.” USA Today n.d.: Mas
Ultra-School
Edition. Web. 30 September, 2012
Gave information on why games
where not influential toward the people who played them, and that there was no
evidence that they all effected players negativitely. This
had a social aspect of video games.
Siobhan Duck and Burce,
Mcdougall.“Game Kids turning Violet Preschoolers Become Addicted to M- Rated Video and
Internet.” Herald Sun (Melborne)
(2011): 12. Newspaper Source. Web.
30 September.
2012.
Showed
some of the Points of View of authorities towards video games, and how much some
authorities rejected them. This was a political and social impact.
Begley, Sharon.
"This Is Your Brain on a Videogame." Harman Newsweek
LLC n.d.: n. pag.MAS Ultra -
School Edition. Web. 9
Sept. 2012.
This was an experiment
report, where multiple people were told to play one of three games, and when
they were finished, were told to describe how they felt. This showed the
positive effects of playing games such as being less stressed and more
calm. This was a
social Impact.
Dune. "Effect of Video Games."
Online interview. 9 Oct.
2012.
We interviewed the Game
Developing Company, Dune, over email, chat, and other online forms of
communication. We asked them about how the gaming industry rose, and why it
became so important.We used this information to find
the direction that we should look into, and so that we could have a different
point of view.
Kahne, Joseph,
Amanda Lenhart, Ellen Middaugh, Alexandra Macgill, Chris Evans, and Jessica
Vitak. "Pew
ResearchCenter's
Internet & American Life Project." Teens, Video Games and
Civics. N.p., n.d. Web.12 Oct. 2012.
< http://www.pewinternet.org/Reports/2008/Teens-Video-Games-and-
Civics.aspx>.
This provided a result of a
study on the effect of video games on players, and how they affected the
reaction speeds of test subjects before and after games. This
was a social impact.
Patricia E. Vance President
Entertainment Software Rating Board, (ESRB). “Violent Content in Video Games.” FDCH
Congressional Testimony (n.d.): MAS
Ultra – School Edtion. Web. 9
October, 2012.
As a result of video games,
there were many controversies and people being influenced by the industry created by it. In
order to make sure that these games stay safe, outside servers serve as a
watchdog for the games. This was a review from a “watchdog” organization.
We used this as a social
impact on the effect of games.
Stevan D. Mitchell Vice
President Intellectual Property,
Policy.“Internet Privacy Problems.” FDCH
Congressional Testimony (n.d.): MAS
Ultra – School Edition. Web.9 October.2012
This was a case deciding whether or not children and young teenagers should be
allowed to buy and play games. In the end it caused the system of game ratings provided now. We used this as a political/social
impact of games.
Secondary Source
Donovan, Trista. Replay:
The History of Video Games. East Sussex, England: Yellow Ant, 2010. Book.
Gave Background information
on the topic, provided many views on the business and gave many statistics. We used
this as an economic impact of games.
Kent, Steve L. The
Ultimate History of Video Games: From Pong to Pokémon and beyond: The story
behind the Craze that touched Our Lives and Changed the World.
Roseville, CA; Prima Pub. Book.
Described what technology was
used to produce early video games. Also gave information on the developers of
the first video game developers. We
used this as an economic and social
impact of games.
Nathan Mawby, Melbourne. “We
love Family Games… And Guns Fingers on the Triggers.” Advertiser,
the Adelaide (2012). Newspaper
Source. Web. 30 September, 2012.
Described modern business on
games and the technology. Also told us the demographics of games and the
revenue generated by the Video Games industry currently. This
had a heavy economic aspect.
Sharon Jayson. USA, Today.
“Study the player not the video game.” USA Today n.d.: Mas
Ultra-School
Edition. Web. 30 September, 2012
Gave information on why games
where not influential toward the people who played them, and that there was no
evidence that they all effected players negativitely. This
had a social aspect of video games.
Siobhan Duck and Burce,
Mcdougall.“Game Kids turning Violet Preschoolers Become Addicted to M- Rated Video and
Internet.” Herald Sun (Melborne)
(2011): 12. Newspaper Source. Web.
30 September.
2012.
Showed
some of the Points of View of authorities towards video games, and how much some
authorities rejected them. This was a political and social impact.