Annotated Bibliography 7 - Psychology
Note from Instructor: I would suggest putting thoughts in your own words by paraphrasing, summarizing, and putting ideas into your own words. Changing a few words in a sentence wont get it. Free of plagiarism
Article
Video Game Violence Use Among ‘‘Vulnerable’’ Populations: The Impact of Violent Games on Delinquency and Bullying Among Children with Clinically Elevated Depression or Attention Deficit Symptoms
Here I have compiled a list of common problems that see
· Match numbers with Turnitin are going up, please be very careful to put your annotated bibliography summaries in your own words (summarize, paraphrase, and change sentence structure. Please be sure to put in your own words and cite). No more than 1 short direct quote (<10\% total paper).
· The reference goes at the top of the page in APA format, before your annotated bibliography, not after it.
· The journal indicates, the article speaks is not correct. The authors (or spell out the authors last names in APA format with date). Journal and articles cannot speak, indicate, discuss, etc. Also, using “it” discusses should not be used in formal writing.
· You cannot have an “amount of people or participants,” you can have a number or percentage of people. “In regards to” is incorrect, it’s in regard to.
· APA format is NOT MLA format, please be sure that you are using the correct format. You will continue to lose points for not using APA format.
· Do not use first or second person when writing an annotated bibliography (I, you, we). An annotated bibliography is a short summary of the article, there is no reason to use I, you are not part of it. You and the “collective we” are generally not used in formal writing. Use third person.
· Limitations are related to the methodology in the study and generally potential threats to internal (rigor) or external validity (generalization of results). Look to the discussion section of article for cues, authors often discuss the limitations of the study, such as unexpected issues that come.
· Single subject designs and cases studies, pilot studies, small sample size all have a potential impact on external validity. A number of factors can be a potential threat to internal validity, see link below: https://cyfar.org/ilm_3_threats
· Some students have difficulty with being specific and using it or this, in lieu the specific source, such as… The investigators, The researchers, the participants, etc.
PSY 499 Annotated Bibliography Rubric
Instructor comments:
First and foremost, please follow the organization of material outlined in the grading rubric.
Always start with the purpose of the study. This is the normal flow of a research paper. End with
limitations/critique and implications for future research.
Criterion #1
Please be sure to address the purpose of the study you are reviewing. If there is a hypothesis or
research question, please be sure to include it in your own words (summarize). For articles that
are case studies or are qualitative research, there may goals and objectives rather than a purpose and hypothesis.
Criterion #2
Please address the methods adequately. Discuss the participants and include the demographics, specific material used, and procedures for the study. There should be enough detail in the methods so that the reader could design a replication. For meta-analyses, you may list the number of studies used, the inclusion or exclusion criteria, and the total number of participants. For articles with qualitative analyses there are unique issues that need to be addressed. If there were subjects, they need to be discussed. If the authors used interviews or documents, how where they coded and analyzed? Describe the methods used as clearly as you can.
Criterion #3
Describe the results. Were there significant differences between groups or treatments,
correlations between variables etc. Be sure to address in a statement what the results mean with regard to past research (does it support or refute it?). Also, please address the significance of the findings. What are the implications for the research (e.g., policy change, educational reform, future research, etc.).
NOTE: There are a few areas where students tend to have questions regarding the grading rubric.
First, criterion #3, “Results and Significance,” is in regard to the study you are reviewing, not
your thesis paper. The rubric does not cover how you are going to use the research, so it does
not need to be covered in the annotated bibliography 11
Criterion #4
This criterion addresses strengths and limitations or critique of the article. Limitations are
generally discussed in the discussion section of the article. APA guidelines for both qualitative
and quantitative articles calls for a discussion of limitations (Cooper, 2020; Levitt, 2019). Look
in the discussion section of the article for this information. Remember, no study is perfect.
Critique can also be based on theoretical differences or inconsistencies, etc. Please be sure to
critically evaluate the article objectively (based on methodology, etc.).
Think of the critique as limitations of the study in terms of rigor (threats to internal validity) and
generalizability (threats to external validity). Limitations are neither good or bad, do not be
judgmental, rather factual, dispassionate, and objective.
Some Common Limitations
• The article is supported by a for profit organization, such as the pharmaceutical industry.
The industry controls the data and what gets published and what doesn’t (potentially
biased data).
• The subject pool or participant pool was drawn from a convenience sample, is too small,
or not representative of the population (potential threat to external validity).
• Treatment not having sufficient follow up, such as a 12-week treatment, but no follow-up
after 3 or 6 months (does not reflect data on long term effects of treatment).
• Insufficient length of the treatment (treatment may have not been sufficient to show
effect).
• Lack of a control or comparison group in a within group pre-test post-test design.
• Using a questionnaire or survey without established reliability and validity. Construct and
content validity information can be found in the methods section of the article.
• A pilot study that is not based on previous research (insufficient comparison data with
other studies available).
• Theoretical critique of the study based on the fact that another theory may explain the
results.
• Subject or participant bias can occur with self-report questionnaires and interviews. Halo
effect. 12
• Single subjects experimental designs only have one participant. Without comparing
results to other studies, it’s difficult to determine if the results are due to the experimental
manipulation or chance.
You should draw from your knowledge of Research Methods I & II to address these issues.
NOTE: In the case of qualitative studies, you may see the term “transferability,” or do these
results transfer to similar situations. Also, rather than rigor, you may see terms like transparency, fidelity, and/or utility. In other words, is the study presented in such a way that you can follow it from start to finish? Are all descriptions adequate? Do they follow from one section to another? Do the results have utility in similar “real world” situations?
Potential Threats to Internal Validity (experimental rigor)
History (local history) common in cross-sectional designs by age. Some event in one group’s
history caused the results, not the treatment. Maturation can occur in longitudinal studies where something in the group’s development causes the results, not the treatment.
Testing (listed above) does the test have adequate established reliability and validity. Faulty
testing causes the results, not the treatment. Instrumentation, similar to testing has to do with the accuracy of the instruments used to collect the data. If the instruments are not accurate, neither will the results. Statistical regression can occur with test retest studies, scores will tend to cluster around the mean.
Selection (covered above) criteria and whether the sample is a convenience sample, stratified
sample, etc.
Lack of random assignment or matched subjects.
Potential Threats to External Validity (generalization)
Sample size and demographic composition can impact the results of a study’s ability to
generalize to the population.
For more on threats to internal and external validity see link below
https://web.pdx.edu/~stipakb/download/PA555/ResearchDesign.html
https://www.scribbr.com/methodology/internal-vs-external-validity/
NOTE: Your annotated bibliographies are NOT part of your thesis paper. Use the information
from the article, do not copy and paste annotated bibliographies together to make up the body of your paper. Consider the annotated bibliographies article summaries only.
Criterion #5
Make sure that your annotated bibliographies are 200 - 300 words. Less than 200 words may not cover everything on the grading rubric.
Helpful Links
The links below will be helpful with setting up your annotated bibliographies
https://owl.purdue.edu/owl/general_writing/common_writing_assignments/annotated_bibliograp
hies/annotated_bibliography_samples.html This link gives an example for formatting of a book. Please noted that it does not share the same grading criteria for your assignments, so the content is different (see Grading Rubric). http://libguides.enc.edu/writing_basics/annotatedbib/apa
This link also provides information on formatting, but does not include a complete criterion for
grading your assignment (see Grading Rubric) http://advice.writing.utoronto.ca/types-ofwriting/annotated-bibliography/ This link gives an example of the correct format and some of the criteria that you will be required to include, for a full list of criteria, see the Grading Rubric.
https://sites.umuc.edu/library/libhow/bibliography_apa.cfm
This website has two examples of an annotated bib in APA format. Note it does not follow the
same criteria as our assignment. https://www.youtube.com/watch?reload=9&v=lPhWhRlEWtI
Putting an Annotated Bibliography into APA format. This is good example using MS Word.
There are a few things to note. First, acceptable formats are Times New Roman, Arial, and
Courier 12 font. The other issue presenter forgot the issue number. An issue number should be in parentheses (2) between the volume number and the page numbers.
The Assignment Needs
During this module, you will submit your third annotated bibliography. This is a clear and concise summary (200 to 300 words) of a journal article, book, or other primary academic source that will be used in your thesis paper. Each submission must also include a brief critique of the source (e.g., how could the study be improved, criticism of the author(s) assertions, ideas for future studies, etc.).
E M P I R I C A L R E S E A R C H
Video Game Violence Use Among ‘‘Vulnerable’’ Populations:
The Impact of Violent Games on Delinquency and Bullying
Among Children with Clinically Elevated Depression
or Attention Deficit Symptoms
Christopher J. Ferguson • Cheryl K. Olson
Received: 18 April 2013 / Accepted: 17 July 2013 / Published online: 24 August 2013
� Springer Science+Business Media New York 2013
Abstract The issue of children’s exposure to violent
video games has been a source of considerable debate for
several decades. Questions persist whether children with
pre-existing mental health problems may be influenced
adversely by exposure to violent games, even if other
children are not. We explored this issue with 377 children
(62 \% female, mixed ethnicity, mean age = 12.93) dis-
playing clinically elevated attention deficit or depressive
symptoms on the Pediatric Symptom Checklist. Results
from our study found no evidence for increased bullying or
delinquent behaviors among youth with clinically elevated
mental health symptoms who also played violent video
games. Our results did not support the hypothesis that
children with elevated mental health symptoms constitute a
‘‘vulnerable’’ population for video game violence effects.
Implications and suggestions for further research are
provided.
Keywords Video games � Aggression � Violence �
Mental health
Introduction
Whether violent video games do or do not contribute to
behavioral aggression and societal violence among youth
has been debated, at the time of this writing, for three
decades. By societal violence, we refer to a range of
behaviors, from bullying and physical fighting to criminal
assault and even homicide, which are of concern to law-
makers and parents. We contrast societal violence with the
measures of relatively mild aggression (or perhaps com-
petition) often used in laboratory studies of college stu-
dents, which arguably do not tap well into the issue of
societal violence (Kutner and Olson 2008). Caution is
required in generalization of laboratory aggression mea-
sures to societal violence as the potential for misinformation
is considerable (Ferguson et al. 2011). To date, no con-
sensus has been reached on the matter of whether violent
games and societal violence are linked: some scholars argue
that violent games contribute to behavioral aggression
(Fraser et al. 2012) or even societal violence (Strasburger
2007), while others suggest that video games have a neg-
ligible influence on aggression (Puri and Pugliese 2012) or
may even reduce aggression (Colwell and Kato 2003).
Existing societal concerns about video games have
intensified after the 1999 Columbine High School massacre
(Ferguson 2013) and other well-publicized school shootings.
The tragic 2012 Sandy Hook Elementary School murders in
Newtown, Connecticut resurrected these debates amid
reports that the 20-year-old shooter was an avid gamer (e.g.,
Henderson 2012). The Newtown shooting also brought
renewed attention to wide discrepancies in opinion regarding
whether violent video games influence criminal behavior.
The Brown v EMA (2011) Supreme Court decision, in which
the Court ruled that a California law restricting the sale or
rental of violent games to minors was an unconstitutional
violation of the First Amendment, highlighted the limitations
of existing studies of violent video games and the difficulty
of applying this pool of research to policy-relevant questions.
A series of appellate court rulings made similar points (see
Brown v EMA 2011, p. 12). Given these court rulings, and
C. J. Ferguson (&)
Department of Psychology, Stetson University,
DeLand, FL 32729, USA
e-mail: [email protected]
C. K. Olson
Reston, VA, USA
123
J Youth Adolescence (2014) 43:127–136
DOI 10.1007/s10964-013-9986-5
the recurring media focus on video games, researchers need
to do more to answer the questions of greatest public concern
regarding video games and any potential harm to youth. The
recurrence of these concerns with each school shooting or
court ruling points to the need for studies that can mean-
ingfully inform policy and legal debates.
Video Game Violence Research: What is the Evidence?
Much speculation focuses on the issue of whether violence
in video games or other entertainment media, such as
television, can contribute to real-life violence. Evidence to
date is scant. For instance, in a recent meta-analysis that
focused on criminal aggression, Savage and Yancey (2008)
found that exposure to media violence shared only trivial
amounts of variance with criminal aggression. Similarly, in
a large sample of youth aged 10–15, Ybarra et al. (2008)
found that violent media exposure did not predict violence
once other confounding variables were controlled. It is also
noteworthy that the explosion in popularity and availability
of video games has coincided with a precipitous decline in
youth violence, not a rise (see Ferguson 2013 for
discussion).
There exists a large pool of studies examining video
game violence effects in college students using laboratory
methods and measures of relatively mild aggression. The
validity of these measures has been debated within the
research community (e.g. Giancola and Zeichner 1995;
Ritter and Eslea 2005). One point of contention is the lack
of clear correspondence between these measures and the
types of aggressive behaviors of interest to policy makers
and parents. For instance, such studies have examined
outcomes such as filling in the missing letters of words,
where ‘‘kill’’ rather than ‘‘kiss’’ is considered more
aggressive (Farrar et al. 2013); self-ratings of hostile
feelings (Williams 2011); or administering non-painful
bursts of annoying noise to consenting opponents in a
reaction-time test (Anderson and Dill 2000). Taken at face
value, such studies may be generalizable to competitive-
ness rather than aggression, or perhaps to mild aggressive
acts (the equivalent of children sticking tongues out at each
other), but cannot be generalized to societal violence. Even
these studies produce mixed results, however, and have
been criticized for methodological issues such as failing to
match violent and non-violent video game play conditions
carefully (Adachi and Willoughby 2011), using unstan-
dardized outcome measures that may allow researchers to
pick and choose outcomes fitting their hypotheses (Fergu-
son 2013), and high potential for demand characteristics.
By contrast, studies of video game effects on violent
behaviors among children, conducted outside laboratory
settings, remain relatively few in number. Such studies
differ in quality and standardized approach to measure-
ment. One study (Anderson et al. 2008) found weak links
between video game violence and aggression in US and
Japanese children, although interpretation of results is
complicated by the use of non-standard measures of
aggression and inadequate control for other variables. A
later German study tying media violence, including video
game play, to aggression in children (Krahé et al. 2012)
also did not use standardized assessments. That study may
have been compromised by the introduction of a media
education program into the schools mid-way through the
longitudinal period (e.g., Möller et al. 2012) introducing
demand characteristics (i.e., advertising the study hypoth-
eses to prime respondents to answer surveys in a particular
way, not representative of how they actually behave).
Another recent study that links violent games with
aggression, by Willoughby et al. (2012), carefully con-
trolled for important ‘‘third’’ variables. With other vari-
ables controlled, exposure to violent video games
correlated with later aggression with an effect size equiv-
alent to r = .07, indicating that violent game use was
associated with approximately half a percent increase in
aggressive behavior. The authors noted, however, that it
may be competitive qualities of the games, not violent
content, which led to this increase (see Adachi and Wil-
loughby 2011). In a follow-up longitudinal study (Adachi
and Willoughby 2013), the authors confirmed that com-
petition predicts later aggression, irrespective of violent
game exposure history.
Few other studies of children and video games have
made a solid case for a connection to aggression or violent
outcomes. Several have suggested that use of violent video
games might reduce aggression (Colwell and Kato 2003;
Shibuya et al. 2008
1
). Others indicate that, with other
factors controlled, effects are null (Ferguson 2011; von
Salisch et al. 2011; Wallenius and Punamäki 2008; Ybarra
et al. 2008) or that effects may be idiosyncratic among
children (Unsworth et al. 2007). Meta-analyses (e.g.,
Sherry 2007) have found weaker effects in studies of
children than for college students, the opposite of what
might be expected developmentally. Thus, overall, it is
1
We note the issue that some research reports insinuate links
between violent games and aggression, where their data fail to support
such insinuations. We note that in Shibuya et al. 2008, in their
Table 2, the video game exposure by violence presence variable is
associated with a reduction in aggression in boys, but not girls. For
Ybarra et al. (2008) the null effect for violent video games is noted in
their Figure 2, although they largely ignore their own results to imply
links between violent games and youth aggression. These papers
highlight the need to closely examine research results when under-
standing the true implications of a research study. The rhetoric
employed by scholars in their abstracts and discussion sections does
not always match their data.
128 J Youth Adolescence (2014) 43:127–136
123
difficult to make clear conclusions about links between
video game violence and childhood aggression or violence.
Post-Sandy Hook, a view emerged, typified by the report
of the US House of Representatives Gun Violence Pre-
vention Task Force (2013), that current research probably
did not support concerns that the average child was harmed
by video game violence. Rather, attention should be
focused on prevention and early intervention with ‘‘at-risk
youth,’’ with particular emphasis on mental health. This is
a reasonable hypothesis, but one that has not been studied
extensively. Several studies of college students by Patrick
Markey found that violent video games may interact with
preexisting anger symptoms in some young adults to
increase hostility, although he has been cautious about
extending these findings to violence in children (Giumetti
and Markey 2007; Markey and Markey 2010; Markey and
Scherer 2009). These warnings are consistent with those of
criminologists who warn against generalizing laboratory
aggression measures to criminal violence (Savage 2008).
One recent analysis with children (Ferguson 2011) was
unable to confirm the hypothesis that children with pre-
existing antisocial traits were adversely influenced by
violent video games. However, more research would cer-
tainly be welcome.
The Current Study
The current study is intended to address gaps in the existing
literature by considering the impact of exposure to violence
in video games on criminal delinquency and bullying
behaviors in a sample of children with clinically elevated
mental health symptoms. It is important to note at the
outset that the vast majority of children with mental health
symptoms do not engage in violent behavior. Although
some symptoms of mental health problems such as
depression (Ferguson 2011) and attention deficit disorder
(Wymbs et al. 2012) have been identified as risk factors for
aggressive or violent behavior, this occurs only in combi-
nation with other significant risk factors, not as a direct
result of the mental health symptoms. Thus, scholars must
exercise caution not to further stigmatize mental illness by
insinuating links with violence.
Rather, our analyses are intended to address the
hypothesis that children with clinically elevated mental
health symptoms consistitute a ‘‘vulnerable’’ population of
individuals who may be susceptible to video game violence
effects even if clinically ‘‘normal’’ children are not. We
thus test two main hypotheses. First, it was hypothesized
that children with clinically elevated symptoms of
depression will demonstrate a correlation between violent
video game exposure and criminal delinquency and bul-
lying behavior-related outcomes. Second, it was
hypothesized that children with clinically elevated atten-
tion deficit symptoms will demonstrate a correlation
between violent video game exposure and criminal delin-
quency and bullying behavior related outcomes.
Methods
Participants
The current study includes a subset of participants from a
large federally funded project examining video game vio-
lence effects on youth. Details related to the initial devel-
opment and recruitment for this project can be found at
Kutner and Olson (2008). Only children who scored in the
clinically significant range on clinically validated scales
related to depressive or attention deficit symptoms (scales
discussed below) were included in the current analyses.
These included 377 children: 182 with clinically elevated
attention deficit symptoms, and 284 with clinically ele-
vated depressive symptoms. Clinically elevated symptoms
were comorbid for 89 (23.6 \%) children. There were 234
females in the sample and 140 males (3 chose not to report
their gender). The mean age of the children was 12.93
(SD = .76). Children were recruited from both an urban
and suburban school. The ethnic makeup of students in the
urban school was 50 \% white, 43 \% black, 2 \% Asian, 5 \%
Hispanic and\1 \% other. The ethnic makeup of students in
the suburban school was 90 \% white, 4 \% black, 4 \%
Asian, 1 \% Hispanic and 1 \% other (individual students
were not asked to report their ethnic background).
Measures
Depression/Attention Symptoms
Symptoms of depression and attention-deficit/hyperactivity
problems were assessed using the relevant subscales of the
youth self-report version of the Pediatric Symptom Check-
list—17 (PSC; Gardner et al. 1999). This instrument is a
validated, brief screening device for mental health problems
in children, and provides clinical cut-offs to identify children
whose symptoms merit further evaluation. Participants were
asked to rate whether they experienced particular mental
health symptoms ‘‘never,’’ ‘‘sometimes’’ or ‘‘often.’’ With
the current sample, coefficient alpha for the ADHD subscale
was .75 and for the depression subscale .80. The sample
reported mean was 5.41 and standard deviation was 2.28.
Trait Aggression
The Attitudes Toward Conflict scale (ATC; Dahlberg et al.
1998) consists of eight Likert items related to potential
J Youth Adolescence (2014) 43:127–136 129
123
aggressive responses to various hypothetical situations.
Sample items include, ‘‘It’s OK for me to hit someone to
get them to do what I want’’ and ‘‘I try to talk out a
problem instead of fighting.’’ Due to the stability in trait
aggression it is commonly regarded as an important control
variable and we include it here for this reason. Trait
aggression correlated with video game exposure at r = .24
for youth with elevated attention deficit symptoms and .23
for youth with elevated depressive symptoms. However,
predictive relationships between exposure to video game
violence and trait aggression became non-significant in
regression equations with gender, parental involvement,
stress and family/peer support controlled. Thus, we are
confident that our use of trait aggression as a control var-
iable does not miss relationships between video game
violence and trait aggression with other factors controlled.
Coefficient alpha for the current sample for the ATC was
.76. The sample reported mean was 16.48 and standard
deviation was 4.60.
Parental Involvement
To measure parents’ involvement with their children’s
media use, sharing media consumption with children and
making media consumption decisions for them, a nine-item
Likert-scale was created for this study. Examples of
questions included in this scale are ‘‘My parents play
electronic games with me,’’ and ‘‘My parents tell me I can’t
play a particular electronic game.’’ Coefficient alpha for
the current sample was .68. The sample reported mean was
18.48 and standard deviation was 4.12.
Support from Others
We compiled a sixteen item Likert-scale measure of per-
ceived support from peers and family. This measure was
based on two existing measures (Lerner et al. 2005; Phillips
and Springer 1992) of peer support and family support.
Overall coefficient alpha for the resultant scale was .87.
The sample reported mean was 44.35 and standard devia-
tion was 10.22.
Stress
The Stressful Urban Life Events scale (SULE; Attar et al.
1994), a 19 item yes/no scale, was used to measure total
stress that children in the current sample had experienced
during the past year. The SULE addressed stressors such as
getting suspended from school, getting poor grades on
one’s report card, or experiencing the death of a family
member. Coefficient alpha for the total stress scale was .67
for the current sample. The sample reported mean was 4.82
and standard deviation was 2.96.
Exposure to Video Game Violence
In the current study, we used Entertainment Software
Ratings Board (ESRB) video game ratings as an estimate
of exposure to violence in video games. Respondents were
asked to write the names of five video games that they had
‘‘played a lot’’ in the past 6 months. ESRB ratings were
then obtained for each game, and ordinally coded (a
maximal score of 5 for ‘‘Mature,’’ 4 for ‘‘Teen,’’ etc.). The
sample reported mean was 29.97 and standard deviation
was 30.09.
Many factors go into an ESRB rating, including lan-
guage, sexual content, and use of (or reference to) drugs or
gambling. However, among those factors that determine
the age-based rating, violence appears to take priority.
Descriptors of listed games were reviewed to ensure that
high ratings had not been obtained primarily for sexual
content; this was not the case for any of the games.
Common violence-containing games named by participants
included those in the Halo, Grand Theft Auto, and Mortal
Kombat series. The ratings were summed across the 5
games listed, then multiplied by the number of hours per
week that the child reported playing video games. As with
all attempts to assess game content exposure, this is only an
estimate; however, it removes some of the subjectivity
inherent in previous methods. This approach has been
found to be reliable and valid in previous research (Fer-
guson 2011; Lenhart et al. 2008).
Delinquency
A six-item Likert scale of general delinquency was com-
piled from several existing delinquency scales (Brener
et al. 2002; Elliot et al. 1985; Leffert et al. 1998). Ques-
tions addressed physical aggression (been in a physical
fight; hit or beat up someone) as well as more general
delinquency (stole something from a store; got into trouble
with the police; damaged property just for fun, such as
breaking windows, scratching a car, or putting paint on
walls; skipped classes or school without an excuse). Par-
ticipants were asked to report how often these behaviors
occurred within the previous twelve months. Coefficient
alpha for the resultant scale was .75 for the current sample.
The sample reported mean was 3.00 and standard deviation
was 3.95.
Bullying
The Revised Olweus Bully/Victim Questionnaire (Olweus
1996) was used to assess bullying behaviors. The bullying
perpetration scale consisted of 9 items in which partici-
pants were asked to rate how often they had engaged in
bullying behaviors over the past couple of months. Items
130 J Youth Adolescence (2014) 43:127–136
123
inquire about physical aggression, verbal aggression,
threats and social exclusion. A coefficient alpha of .86 was
obtained for the current sample. The sample reported mean
was 2.68 and standard deviation was 4.27.
Procedure
All procedures described within this study were approved
by local IRB and designed to comport with APA standards
for ethical human research. An ‘‘opt out’’ procedure was
used for student involvement, with parents notified of the
study through school newsletters and notices sent home to
students. Youth assent for participation was obtained for all
participants. Teachers were not present during data col-
lection, which occurred during the school day.
Primary data analysis used for the testing of the study
hypotheses were OLS multiple regressions. Gender,
parental involvement, trait aggression, stress, family/peer
support and exposure to video game violence, as well as
the interaction between exposure to violent video game and
trait aggression, were entered simultaneously in the
regression equation. In keeping with the recommendations
of Simmons et al. (2011), we certify that this analysis
approach was selected in advance and was not altered to
produce particular results. An interaction between trait
aggression and exposure to video game violence was tested
by first centering the variables to avoid multicollinearity.
Collinearity diagnostics for all regressions revealed
absence of any concerns with all VIFs below 2.0. Youth
with depressive or attention deficit symptoms will be
considered separately.
Results
Video Game Exposure
Children in our sample were generally very familiar with
electronic games. Of our sample, 84.4 \% reported playing
video games on a computer, 81.2 \% on a console and
50.4 \% on a handheld device in the previous 6 months.
Only 6.1 \% reported playing no games at all during that
time. Similarly, only 11.4 \% of our sample had no expo-
sure to violent video games. Boys had considerably more
exposure to violent video games than did girls
[t(189.24) = 9.07, p \ .001, r = .46, 95 \% CI = .38, .54].
Kurtosis and skew were acceptable, suggesting a normal
distribution of scores.
Video Game Influences
With the sample of children with clinically elevated
depressive symptoms and regarding delinquent criminality
as an outcome only stress (b = .30) and trait aggression
(b = .42) were predictive of delinquent criminality. Nei-
ther exposure to video game violence nor the interaction
between trait aggression and exposure to video game vio-
lence were predictive of delinquent outcomes. The adjusted
R
2
for this regression equation was .36. These results are
presented in Table 1.
With the same sample of children with clinically ele-
vated depressive symptoms but considering bullying
behaviors as an outcome, once again only stress (b = .23)
and trait aggression (b = .28) were predictive of bullying
behaviors. Neither exposure to video game violence nor the
interaction between exposure to video game violence and
trait aggression were predictive of bullying related out-
comes. The adjusted R
2
for this regression equation was
.22. These results are presented in Table 2.
With the sample of children with clinically elevated
attention deficit symptoms and regarding delinquent crim-
inality, as with the sample of children with clinically
Table 1 Delinquency regression: beta weights and significance of
entered variables for adolescents with clinical elevated depressive
symptoms
Variable b 95 \%
confidence
interval
t test Significance
Gender .06 0.92 .36
Parental involvement -.01 -0.05 .96
Stress .30 (.19, .40) 4.73 .001*
Family/peer support -.07 -0.96 .34
Trait aggression .42 (.32, .51) 6.08 .001*
VGV .04 0.55 .59
VGV 9 trait aggression .04 0.64 .53
VGV exposure to video game violence
Table 2 Bullying regression: beta weights and significance of
entered variables for adolescents with clinical elevated depressive
symptoms
Variable b 95 \%
confidence
interval
t test Significance
Gender -.11 -1.74 .14
Parental involvement -.01 -0.09 .92
Stress .23 (.12, .34) 3.24 .001*
Family/peer support -.05 -0.67 .50
Trait aggression .28 (.17, .38) 3.74 .001*
VGV -.07 -0.95 .34
VGV 9 trait aggression -.02 -0.23 .82
VGV exposure to video game violence
J Youth Adolescence (2014) 43:127–136 131
123
elevated depressive symptoms only stress (b = .32) and
trait aggression (b = .38) were predictive of delinquent
criminality. Neither exposure to video game violence nor
the interaction between trait aggression and exposure to
video game violence were predictive of delinquent out-
comes. The adjusted R
2
for this regression equation was
.37. These results are presented in Table 3.
Finally, with the sample once again of children with
clinically elevated attention deficit symptoms and with
regards to bullying behavior only trait aggression (b = .41)
was predictive of bullying behaviors along with the inter-
action between trait aggression and exposure to violent
games (b = -.22) suggesting that highly trait aggressive
children who also played violent video games were less
likely to engage in bullying behaviors. Exposure to Video
game violence was not a significant predictor of bullying
behaviors. The adjusted R
2
for this regression equation was
.19. These results are presented in Table 4.
Discussion
The 2011 Supreme Court (Brown v EMA 2011) case
seemed to have briefly cooled speculation about video
game violence effects on children. The tragic 2012 shoot-
ing of young children in Newtown, Connecticut by a
20-year-old male reportedly fond of playing violent video
games put the issue back on the front burner (Gun Violence
Prevention Task Force 2013). The consensus from the
government (e.g., Gun Violence Prevention Task Force
2013) seems to have been that current research does not
consistently link exposure to video game violence with
aggression or societal violence, but more research is nec-
essary to assess effects on potentially vulnerable subgroups
of children. The current study is an attempt to fill that gap
by considering correlational violent video game effects in a
sample of youth with clinically elevated mental health
symptoms. Our results did not provide support for the
hypotheses that exposure to violent video games would be
associated with increased delinquency or bullying behav-
iors in children with elevated mental health symptoms.
Our results indicated that violent video games were
associated with neither delinquent criminality nor bullying
behaviors in children with either clinically elevated
depressive or attention deficit symptoms. Nor did we find
support for the belief that trait aggression would interact
with video game violence within this sample of youth. That
is a particularly interesting finding given that a combina-
tion of mental health symptoms and long-term aggressive
traits are common elements to attackers who carried out
school shootings (US Secret Service and US Department of
Education 2002). Our results cannot, of course, be gen-
eralized to mass homicides. We do note that our findings
with more general forms of youth violence are similar to
those of the Secret Service report, in that trait aggressive-
ness and stress were risk factors for negative outcomes
where exposure to video game violence was not. The only
exception was our finding that, for children with elevated
attention deficit symptoms, trait aggression and video game
violence interacted in such a way as to predict reduced
bullying. This could be considered some small correla-
tional evidence for a cathartic type effect, although we note
it was for only one of four outcomes and small in effect
size. Thus we caution against overinterpretation of this
result.
None of the hypotheses related to video game violence
effects on vulnerable youth were supported. Although this
is only one piece of evidence, this early result does not
support the belief that certain at-risk populations of youth,
at least related to clinically elevated depression and
attention deficit symptoms and trait aggression, demon-
strate negative associations between violent video games
and aggression related outcomes. It may be that the
Table 3 Delinquency regression: beta weights and significance of
entered variables for adolescents with clinical elevated attention
deficit symptoms
Variable b 95 \%
Confidence
interval
t test Significance
Gender .06 0.71 .48
Parental involvement .06 0.70 .49
Stress .32 (.18, .44) 4.21 .001*
Family/peer support -.15 -1.69 .10
Trait aggression .38 (.25, .50) 4.23 .001*
VGV .04 0.45 .65
VGV 9 trait aggression .03 0.39 .70
VGV = exposure to video game violence
Table 4 Bullying regression: beta weights and significance of
entered variables for adolescents with clinical elevated attention
deficit symptoms
Variable b 95 \%
confidence
interval
t test Significance
Gender -.06 -0.61 .54
Parental involvement .06 0.65 .52
Stress .12 1.38 .17
Family/peer support .01 0.02 .99
Trait aggression .41 (.28, .52) 4.17 .001*
VGV .06 0.60 .55
VGV 9 trait
aggression
-.22 (-.08, -.35) -2.27 .03*
VGV exposure to …
CATEGORIES
Economics
Nursing
Applied Sciences
Psychology
Science
Management
Computer Science
Human Resource Management
Accounting
Information Systems
English
Anatomy
Operations Management
Sociology
Literature
Education
Business & Finance
Marketing
Engineering
Statistics
Biology
Political Science
Reading
History
Financial markets
Philosophy
Mathematics
Law
Criminal
Architecture and Design
Government
Social Science
World history
Chemistry
Humanities
Business Finance
Writing
Programming
Telecommunications Engineering
Geography
Physics
Spanish
ach
e. Embedded Entrepreneurship
f. Three Social Entrepreneurship Models
g. Social-Founder Identity
h. Micros-enterprise Development
Outcomes
Subset 2. Indigenous Entrepreneurship Approaches (Outside of Canada)
a. Indigenous Australian Entrepreneurs Exami
Calculus
(people influence of
others) processes that you perceived occurs in this specific Institution Select one of the forms of stratification highlighted (focus on inter the intersectionalities
of these three) to reflect and analyze the potential ways these (
American history
Pharmacology
Ancient history
. Also
Numerical analysis
Environmental science
Electrical Engineering
Precalculus
Physiology
Civil Engineering
Electronic Engineering
ness Horizons
Algebra
Geology
Physical chemistry
nt
When considering both O
lassrooms
Civil
Probability
ions
Identify a specific consumer product that you or your family have used for quite some time. This might be a branded smartphone (if you have used several versions over the years)
or the court to consider in its deliberations. Locard’s exchange principle argues that during the commission of a crime
Chemical Engineering
Ecology
aragraphs (meaning 25 sentences or more). Your assignment may be more than 5 paragraphs but not less.
INSTRUCTIONS:
To access the FNU Online Library for journals and articles you can go the FNU library link here:
https://www.fnu.edu/library/
In order to
n that draws upon the theoretical reading to explain and contextualize the design choices. Be sure to directly quote or paraphrase the reading
ce to the vaccine. Your campaign must educate and inform the audience on the benefits but also create for safe and open dialogue. A key metric of your campaign will be the direct increase in numbers.
Key outcomes: The approach that you take must be clear
Mechanical Engineering
Organic chemistry
Geometry
nment
Topic
You will need to pick one topic for your project (5 pts)
Literature search
You will need to perform a literature search for your topic
Geophysics
you been involved with a company doing a redesign of business processes
Communication on Customer Relations. Discuss how two-way communication on social media channels impacts businesses both positively and negatively. Provide any personal examples from your experience
od pressure and hypertension via a community-wide intervention that targets the problem across the lifespan (i.e. includes all ages).
Develop a community-wide intervention to reduce elevated blood pressure and hypertension in the State of Alabama that in
in body of the report
Conclusions
References (8 References Minimum)
*** Words count = 2000 words.
*** In-Text Citations and References using Harvard style.
*** In Task section I’ve chose (Economic issues in overseas contracting)"
Electromagnetism
w or quality improvement; it was just all part of good nursing care. The goal for quality improvement is to monitor patient outcomes using statistics for comparison to standards of care for different diseases
e a 1 to 2 slide Microsoft PowerPoint presentation on the different models of case management. Include speaker notes... .....Describe three different models of case management.
visual representations of information. They can include numbers
SSAY
ame workbook for all 3 milestones. You do not need to download a new copy for Milestones 2 or 3. When you submit Milestone 3
pages):
Provide a description of an existing intervention in Canada
making the appropriate buying decisions in an ethical and professional manner.
Topic: Purchasing and Technology
You read about blockchain ledger technology. Now do some additional research out on the Internet and share your URL with the rest of the class
be aware of which features their competitors are opting to include so the product development teams can design similar or enhanced features to attract more of the market. The more unique
low (The Top Health Industry Trends to Watch in 2015) to assist you with this discussion.
https://youtu.be/fRym_jyuBc0
Next year the $2.8 trillion U.S. healthcare industry will finally begin to look and feel more like the rest of the business wo
evidence-based primary care curriculum. Throughout your nurse practitioner program
Vignette
Understanding Gender Fluidity
Providing Inclusive Quality Care
Affirming Clinical Encounters
Conclusion
References
Nurse Practitioner Knowledge
Mechanics
and word limit is unit as a guide only.
The assessment may be re-attempted on two further occasions (maximum three attempts in total). All assessments must be resubmitted 3 days within receiving your unsatisfactory grade. You must clearly indicate “Re-su
Trigonometry
Article writing
Other
5. June 29
After the components sending to the manufacturing house
1. In 1972 the Furman v. Georgia case resulted in a decision that would put action into motion. Furman was originally sentenced to death because of a murder he committed in Georgia but the court debated whether or not this was a violation of his 8th amend
One of the first conflicts that would need to be investigated would be whether the human service professional followed the responsibility to client ethical standard. While developing a relationship with client it is important to clarify that if danger or
Ethical behavior is a critical topic in the workplace because the impact of it can make or break a business
No matter which type of health care organization
With a direct sale
During the pandemic
Computers are being used to monitor the spread of outbreaks in different areas of the world and with this record
3. Furman v. Georgia is a U.S Supreme Court case that resolves around the Eighth Amendments ban on cruel and unsual punishment in death penalty cases. The Furman v. Georgia case was based on Furman being convicted of murder in Georgia. Furman was caught i
One major ethical conflict that may arise in my investigation is the Responsibility to Client in both Standard 3 and Standard 4 of the Ethical Standards for Human Service Professionals (2015). Making sure we do not disclose information without consent ev
4. Identify two examples of real world problems that you have observed in your personal
Summary & Evaluation: Reference & 188. Academic Search Ultimate
Ethics
We can mention at least one example of how the violation of ethical standards can be prevented. Many organizations promote ethical self-regulation by creating moral codes to help direct their business activities
*DDB is used for the first three years
For example
The inbound logistics for William Instrument refer to purchase components from various electronic firms. During the purchase process William need to consider the quality and price of the components. In this case
4. A U.S. Supreme Court case known as Furman v. Georgia (1972) is a landmark case that involved Eighth Amendment’s ban of unusual and cruel punishment in death penalty cases (Furman v. Georgia (1972)
With covid coming into place
In my opinion
with
Not necessarily all home buyers are the same! When you choose to work with we buy ugly houses Baltimore & nationwide USA
The ability to view ourselves from an unbiased perspective allows us to critically assess our personal strengths and weaknesses. This is an important step in the process of finding the right resources for our personal learning style. Ego and pride can be
· By Day 1 of this week
While you must form your answers to the questions below from our assigned reading material
CliftonLarsonAllen LLP (2013)
5 The family dynamic is awkward at first since the most outgoing and straight forward person in the family in Linda
Urien
The most important benefit of my statistical analysis would be the accuracy with which I interpret the data. The greatest obstacle
From a similar but larger point of view
4 In order to get the entire family to come back for another session I would suggest coming in on a day the restaurant is not open
When seeking to identify a patient’s health condition
After viewing the you tube videos on prayer
Your paper must be at least two pages in length (not counting the title and reference pages)
The word assimilate is negative to me. I believe everyone should learn about a country that they are going to live in. It doesnt mean that they have to believe that everything in America is better than where they came from. It means that they care enough
Data collection
Single Subject Chris is a social worker in a geriatric case management program located in a midsize Northeastern town. She has an MSW and is part of a team of case managers that likes to continuously improve on its practice. The team is currently using an
I would start off with Linda on repeating her options for the child and going over what she is feeling with each option. I would want to find out what she is afraid of. I would avoid asking her any “why” questions because I want her to be in the here an
Summarize the advantages and disadvantages of using an Internet site as means of collecting data for psychological research (Comp 2.1) 25.0\% Summarization of the advantages and disadvantages of using an Internet site as means of collecting data for psych
Identify the type of research used in a chosen study
Compose a 1
Optics
effect relationship becomes more difficult—as the researcher cannot enact total control of another person even in an experimental environment. Social workers serve clients in highly complex real-world environments. Clients often implement recommended inte
I think knowing more about you will allow you to be able to choose the right resources
Be 4 pages in length
soft MB-920 dumps review and documentation and high-quality listing pdf MB-920 braindumps also recommended and approved by Microsoft experts. The practical test
g
One thing you will need to do in college is learn how to find and use references. References support your ideas. College-level work must be supported by research. You are expected to do that for this paper. You will research
Elaborate on any potential confounds or ethical concerns while participating in the psychological study 20.0\% Elaboration on any potential confounds or ethical concerns while participating in the psychological study is missing. Elaboration on any potenti
3 The first thing I would do in the family’s first session is develop a genogram of the family to get an idea of all the individuals who play a major role in Linda’s life. After establishing where each member is in relation to the family
A Health in All Policies approach
Note: The requirements outlined below correspond to the grading criteria in the scoring guide. At a minimum
Chen
Read Connecting Communities and Complexity: A Case Study in Creating the Conditions for Transformational Change
Read Reflections on Cultural Humility
Read A Basic Guide to ABCD Community Organizing
Use the bolded black section and sub-section titles below to organize your paper. For each section
Losinski forwarded the article on a priority basis to Mary Scott
Losinksi wanted details on use of the ED at CGH. He asked the administrative resident