Expert answer:ANNOTATED BIBLIOGRAPHY: Third Submissions

Solved by verified expert:DO NOT USE SOURCES FROM GOOGLE! USE THE SCHOOL LIBRARY DATABASE!Task: as part of your research, you will create an complete annotated bibliography of all works you may use (no less than EIGHT sources, including Carr, and no more than 20 sources). Each annotation should contain two separate paragraphs: 1) a 75-100 word summary of the main ideas of the source and 2) your 75-100 word analysis of the source, including why you think the source is useful in your own research. Important Note: It is important to be thorough with this activity because your final paper may only use the sources that you deploy in this annotated bibliography. How to write an annotated bibliography: First, locate and record citations to books, periodicals, and documents that may contain useful information and ideas on your topic. Briefly examine and review the actual items. Then choose those works that provide a variety of perspectives on your topic.Cite the book, article, or document using MLA style.Write a concise annotation that summarizes the central theme and scope of the book or article. Include one or more sentences that (a) evaluate the authority or background of the author, (b) comment on the intended audience, (c) compare or contrast this work with another you have cited, or (d) explain how this work illuminates your topic. Due Now: No less than THREE complete annotations with MLA-style citations (plus your thesis sentence at the top).Research with the Databases through the CCP LibraryDoing research for this section of English 102 will require you to make use of the various databases offered by the CCP Library. These databases are expensive, and the college subscribes to them for your use. In other words, the cost is included in your tuition.What Are Databases?A database is essential a collection of data organized for searching with its own search engine. Google is a search engine that allows you to search the web, which is itself a database. However, the web is an indiscriminate body of data, a collection of myriad kinds of texts and images of varying kinds and qualities. And most of what is found on the Internet is inappropriate for quality research.The databases provided by the library have already been judged to offer access to knowledge that is relatively or highly reliable. This is why English 102 requires that you make use of the databases.How to Access the DatabasesTo access the college databases, do the following:1) Log onto MyCCP .2) Looktotheleftcolumnonthehomepage.Youwillsee“StudentQuickLinks.” Click on this link3) Anumberofoptionswillopenforyou.Scandowntoyoufind“Library Databases.” Click on this link.4) Youarenowonthepagewiththefullcurrentcollectionofallthecollege’s databases. The names of the databases are in alphabetical order.
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Tamika Spence
Community College of Philadelphia
October 3, 2017
ANNOTATED BIBLIOGRAPHY
Thesis statement: The study focuses on how excessive playing of violent video games
leads to boys having aggressive thoughts.
Carr, Nicholas. The Shallows: What the Internet is doing to our brains. WW Norton &
Company, 2011.
Nicholas Carr article mainly focused on what the internet is affecting the brains of
people. In the article, Nicholas believes that the internet is just a medium that is mostly based on
interruptions. He also believes that the internet is also changing the way individuals process and
read information. He is certain that the internet is affecting the ability of people to think and also
read. Hence, in relation to the issue of discussion, the internet plays a big role in promoting
violent video games. This is because it gives children especially boys the accessibility to find
violent video games which contribute to them having aggressive thoughts.
This article is of importance in this particular study of excessive playing of violent video
games result in boys having aggressive thoughts. This is because this particular article shows
how technology especially the internet has an effect on the brains of individuals. Since the
internet promotes the accessibility of violent video games, then the article plays an important
role in this study. It helps to show how the internet has enables children, especially boys, to have
accessibility to violent video games which has resulted in them having aggressive thoughts.
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Gentile, Douglas A., Patrick K. Bender, and Craig A. Anderson. “Violent video game
effects on salivary cortisol, arousal, and aggressive thoughts in children.” Computers in
Human Behavior70 (2017): 39-43.
This article that was written by Gentile, Douglas, Patrick, Bender, and Craig mainly
focuses on the effects that violent video games tend to have on children especially boys. The
study focused on the psychological indicators of children having aggressive thoughts and also
focused on the flight-or-fight response. The authors conducted a study and compared children
who engaged in violent games and those that did not engage in violent games. The results
showed that indeed the boys that played violent games experienced an increased cortisol, had
aggressive thoughts and also had cardiovascular arousal.
This article is very important for the study of determining to which violent video games
tend to make boys have violent or aggressive minds and also engage in violent behaviors. The
article has clearly shown results that were gathered after two children were asked to play fierce
video games and non-fierce video games. The one that engaged in violent video games had their
sympathetic nervous system activated which led to them to have aggressive thoughts. The study
is also essential as it clearly shows that boys are the most affected with violent video games.
Jung, Younbo, Namkee Park, and Kwan Min Lee. “Effects of trait hostility, mapping
interface, and character identification on aggressive thoughts and overall game
experience after playing a violent video game.” Cyberpsychology, Behavior, and
Social Networking 18.12 (2015): 711-717.
This article that was written by Jung, Younbo, Namkee, and Kwan mainly focuses on
how the trait-level of a person especially boys would be affected by violent video games through
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promoting aggressive thoughts. The article shows that the authors conducted a study and found
that individuals who had high trait-level hostility tended to have more aggressive thoughts when
compared to their counterparts with low-level hostility. The study showed that since most boys
tend to have high-level hostility, violent video games contributed to them having aggressive
thoughts.
This article is very important is the study of excessive playing of violent video games
leads to boys having aggressive thoughts. This is because the study clearly shows the reasons
why boys tend to have aggressive thoughts when they engage in violent video games. The study
will help in analyzing the reasons why boys like playing violent video games, and how these
games tend to make them have aggressive thoughts. For instance, the article talks about high
trait-level hostility, which has been discovered to exist more in boys than girls, which makes
boys have more aggressive thoughts. Information like this is very much important in this
particular study.
Yang, Grace S., L. Rowell Huesmann, and Brad J. Bushman. “Effects of playing a violent
video game as male versus female avatar on subsequent aggression in male and
female players.” Aggressive behavior 40.6 (2014): 537-541.
This article that was written by Yang, Grace, Rowell, and Brad mainly focus on how
vicious video games tend to promote hostility in players, especially male players after they have
just played. The authors conducted a study where they focused on a vicious video game that had
both a male and a female avatar. The male avatar could be seen to be more aggressive because of
the fact that men are deemed to be more aggressive than women. The result of the study showed
boys or male players had more aggressive thoughts than their female colleagues which caused
Spence 4
them to participate in more hostile behavior than their female equals and also have aggressive
thoughts.
This study is very much useful and essential in the study of how violent video games tend
to make boys have aggressive thoughts. This is because, in their study, the authors showed that
male players engaged in more aggressive behaviors because of having aggressive thoughts. The
main cause of this was the fact that the male avatar was depicted to be more aggressive than his
female counterpart. Hence, the male players had the assumption they should be more aggressive.
Therefore, this study is very important for this particular research.
Spence 5
Reference
Carr, Nicholas. The shallows: What the Internet is doing to our brains. WW Norton & Company,
2011.
Gentile, Douglas A., Patrick K. Bender, and Craig A. Anderson. “Violent video game effects
on salivary cortisol, arousal, and aggressive thoughts in children.” Computers in Human
Behavior70 (2017): 39-43.
Jung, Younbo, Namkee Park, and Kwan Min Lee. “Effects of trait hostility, mapping
interface, and character identification on aggressive thoughts and overall game
experience after playing a violent video game.” Cyberpsychology, Behavior, and Social
Networking 18.12 (2015): 711-717.
Yang, Grace S., L. Rowell Huesmann, and Brad J. Bushman. “Effects of playing a violent
video game as male versus female avatar on subsequent aggression in male and female
players.” Aggressive behavior 40.6 (2014): 537-541.
Spence 1
Tamika Spence
Community College of Philadelphia
October 6, 2017
ANNOTATED BIBLIOGRAPHY
Thesis statement: The study focuses on how excessive playing of violent video games
leads to boys having aggressive thoughts.
Anderson, Craig A., and Douglas A. Gentile. “Violent Video Game Effects on Aggressive
thoughts, feelings, physiology, and Behavior.” Media Violence and Children: A Complete
Guide for Parents and Professionals: A Complete Guide for Parents and Professionals
(2014): 229.
This article explores how video games contribute to aggressive behaviour among young
boys. To examine the correlation between video games and aggressive behaviour among boys,
Anderson & Gentile use experimental studies and cross-sectional analysis. The study reveals that
too much exposure to violence in the video games triggers aggressive thoughts among the boys.
In essence, video games and especially with violent content elicit boys to indulge in aggressive
behaviours. It makes boys believe that aggressiveness is a normal thing.
This article is important because it helps one to develop a clear correlation between mass
violence in video games and violent behaviour in the children. This article is actually an eyeopener because it enables one to understand what triggers off violent behaviour among young
boys. Therefore, the article is used to develop a clear trajectory between too much exposure to
violent video games and change in the overall perspective of children towards violence. It is
clear from the article that violent video games make boys think that violence is a normal thing.
Spence 2
Boxer, Paul, Christopher L. Groves, and Meagan Docherty. “Video games do indeed influence
children and adolescents’ aggression, prosocial behavior, and academic performance: A
clearer reading of Ferguson (2015).” Perspectives on Psychological Science 10.5 (2015):
671-673.
Boxer et al examine how violent video games spark and shape aggressive behaviour in
children and adolescents. To identify the correlation between violent video games and aggressive
thoughts in young boys, Boxer et al conducted a meta-analysis. The analysis reveals that too
much exposure to violent content in video games harm the human brain. This is because violent
content destroys caudate nucleus which stores and process memories. The destruction of caudate
nucleus happens when players try to navigate game terrain using on-screen GPS tools.
This article is important for the topic of study because it presents clear evidence to
support the positive association between violent video games content and the rise of aggressive
thoughts in the children. From the article, one is able to understand that video games destroy the
human brain and especially caudate nuclear which store and process memories. The instability in
the brain as a result of one navigating game terrains while playing video games destabilized
human brain.
Breuer, Johannes, et al. “Violent video games and physical aggression: Evidence for a selection
effect among adolescents.” Psychology of Popular Media Culture 4.4 (2015): 305-328.
This article provides an excellent view of the relationship between violent video games
and physical aggression. To develop the correlation between the two, Breuer et al conducted
longitudinal studies. The studies reveal that boys who played video games with violent content
tend to have more fantasies about violence. The studies further reveal that video games make
Spence 3
children think that violence in real life is more acceptable. It is clear from those studies that
violent video games change a child perspective towards violence.
This article is useful to the topic of study because it gives a clear indication that too much
exposure to violent video games elicits positive liking of children towards violent behavior. The
article underpins the fact that those who watch violent video games for a long time become
immune to it. It is clear from the article that violent video games stimulate violence and it makes
the young boys more inclined to act violently themselves.
Carr, Nicholas. The shallows: What the Internet is doing to our brains. WW Norton & Company,
2011.
This article provides an in-depth analysis of how the internet disorients the brain structure
of a human being. In other terms, Carr argues that too much exposure to internet content reroute
our neural pathways. Carr properly interweaves an interesting account of recent discoveries in
neuroscience by pioneers such as Eric Kandel and Michael Mercezinch. Carr provides that
human brain changes as a result of human experience with technologies they use to find, store,
and share information.
This article is important to the topic of study because it brings into limelight the
consequences of using internet to our brains. From the article, the study is in a position .to
pinpoint the concept of rerouting of brain structure as a result of using internet for long time. The
article is also essential because it underpins the fact that internet content make people to think
shallow and act shallow. It is from the article that one is a position to understand why human
brain is becoming small with time.
Elson, Malte, and Christopher J. Ferguson. “Twenty-five years of research on violence in digital
games and aggression.” European Psychologist (2014).
Spence 4
This article explores the correlation between aggression and violent digital games. The
research conducted by Elson and Christopher reveals that violent video games lessen empathy
and sensitivity toward aggression. This is because too much consumption of violent content in
video games and especially those videos which vengeance, aggression, and violent behavior are
rewarded makes boys think that aggression is an important thing. Violence video games
manipulate children to act in a violent manner because it changes their personal perspective
towards aggression and violent.
This article is important to the topic of study because it underpins the fact that violent
video games lessen empathy and sensitivity toward aggression. In addition, the article justifies
the fact that video games change children personal perception towards aggression. Furthermore,
the article substantiates the fact that violent video games make boys become more violent
because they observe through video games that vengeance, violent behavior, and aggression are
rewarded. The article forms the basis of understanding the triggers of aggressive thoughts.
Gabbiadini, Alessandro, et al. “Interactive effect of moral disengagement and violent video
games on self-control, cheating, and aggression.” Social Psychological and Personality
Science 5.4 (2014): 451-458.
This article examines how violent video games elicit aggressive thoughts among children
and especially boys. A study conducted by Gabbiadini et al indicates that violent video games
that glorify and reward aggression and immoral behaviors make children to act violently and an
irresponsible manner. Using a competitive task experiment where participants could give an
ostensible partner unpleasant noise blasts through headphones, the experiment reveals that
violent video games disorient and disintegrate the mental aspects of an individual.
Spence 5
This article is essential to the topic of study because it provides a clear justification that
violent video games interrupt the mental aspects of an individual. Therefore, the article is used in
the study to substantiate the close correlation between video games and aggressive thoughts in
children. It provides a profound examination of the relationship between violent video games and
mental aspects of an individual. It actually demystifies the existing connotations that violent
video games do not affect the cognitive aspect of an individual.
Greitemeyer, Tobias. “Intense acts of violence during video game play make daily life
aggression appear innocuous: A new mechanism why violent video games increase
aggression.” Journal of Experimental Social Psychology 50 (2014): 52-56.
This article examines how intense act of violence during video game play make young
boys feel that aggressive act is harmless. A study conducted by Greitemeyer indicates that
playing violent video games alters the perception of an individual’s own aggressive behavior.
Greitemeyer asserts that violence in video games create a biased perception of children towards
aggression. The study concluded that video games especially which has too much violence make
young boys believe that violence is a normal thing.
This article is very important to the overall study of the effects of video games on
aggression among young boys because it helps the study to draw a trajectory between aggression
and video games. From the article, it is now clear that video games change children perception
towards aggression. It is also evident that too much exposure to violence in video games makes
children and especially young boys change their mental perspective towards aggression. This is
because video games make children to believe that violence is harmless.
Lobel, Adam, et al. “Video Gaming and Children’s Psychosocial Wellbeing: A Longitudinal
Study.” Journal of youth and adolescence 46.4 (2017): 884-897.
Spence 6
A study conducted by Lobel et al where 194 children were exposed to different video
games found that children who are exposed to violent video games tend to be more aggressive as
compared to those that are exposed to less violent video games. Lobel et al assert that violent
video games contribute to internalizing problems for the child. Violent video games make
children develop positive interest towards aggression. This is because children will try to emulate
characters in the video games by engaging in the violent act.
This article is important to the topic of study because it forms the basis of understanding
the difference exhibited when children are exposed to various nature of video games. From the
article, one is able to develop a clear correlation between violent video games and less violent
video games. Therefore, the article will be used in the study to justify why children respond
differently to different video games. Also, it is used to highlight the triggers of aggressive
thoughts in children.
Valkenburg, Patti M., and Jessica Taylor Piotrowski. “DIGITAL GAMES.” Plugged In: How
Media Attract and Affect Youth, Yale University Press, New Haven; London, 2017, pp.
195–217. JSTOR, www.jstor.org/stable/j.ctt1n2tvjd.15.
A study conducted by Valkenburg and Taylor to examine the effects of violent video
games to young girls and boys, the study reveals that girls are mostly affected by video games as
compared to boys. Despite the differences in the impacts, Valkenburg and Taylor concluded that
violent video games change the brain’s physical structure. The authors indicate that video games
interfere with the proper functioning of human brain because it destroys brain nucleus that store
and retrieve information.
The article is important to the topic of study because it provides a clear examination of
why there is the difference in the impact of video games to boys and girls. Therefore, the article
Spence 7
will be used to highlight the causes of the difference between the girls and boys. It also used to
reinforce the assertion that the intrinsic factors of an individual such as perception and attitude
can be triggered by violent video games and in turn can cause aggressive thoughts.
Working with Credible Sources:
Quick-Lesson
As you getting into doing the research that will both fill your annotated
bibliography and be the basis of your paper, it will be important to keep aware
of important limits. The fact is the world of information is full of false claims,
misinformation, disinformation and varying degrees of bias. So, the paper
needs to built on carefully studying and deciding if the source is legitimate.
Let’s look at what the paper assignment, under “parameters,” tells you:








Please submit a minimum of SEVEN full pages (7 & 7/8ths is too short) as
your final paper but less than 10 full pages. These pages DO NOT including
the Works Cited page. The Works Cited page is a separate, additional page.
Employ between five and seven sources, including Carr’s The Shallows. In
addition, at least two sources must be from scholarly journals.
You may use a .gov website. But no other sources may come from Google
searches (or similar searches).
ALL of your sources MUST come from the CCP Library databases. I
recommend EBSCOHost or JStor.
Do not use abstracts as sources; find, read and use the full articles.
All of the sources of your paper must come from your completed annotated
bibliography. A paper that includes a source NOT found in your annotated
bibliography will not be accepted. Think of the big ugly hole that would put
in a paper.
Cite sources using MLA format and style.
In-text citations in your paper must be accurate and correct.
Notice right away that, besides not using Wikipedia or other sites, the task
demands that you mostly avoid .com, .edu, .net, and .org. Any webpage with
these web addresses are most often less-than-sufficiently credible. But some are
credible sources. For instance, if you use an article from …
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