Sample Library Research
Sample Library Research Report
Firstname Lastname
ILR 260
Research question:
“Do violent video games lead to real-life violence and aggression?”
SOURCE 1
Psychiatric researchers Guy Porter and Vladan Starcevic (2007) conducted a broad examination
of the literature on video games and aggression. Their meta-analysis includes a study that
found that adolescents who play violent video games also exhibit more hostility and aggressive
behavior through fights, arguments, and poor school performance. The authors also reviewed
studies involving individuals playing violent video games in a laboratory setting that
demonstrate a connection between the video game play and aggressive feelings and behaviors.
They conclude that while available evidence does not demonstrate a direct causal connection
between violent play and violent acts, it does suggest that violent play has the potential to
worsen “hostile” and “antisocial” personal traits in individuals already possessing violent
tendencies.
SOURCE 1 CITATION
Porter, G., & Starcevic, V. (2007). Are violent video games harmful? Australasian
Psychiatry,15(5), 422-426. doi:10.1080/10398560701463343
SOURCE 2
Christopher Barlett, a psychologist at Iowa State University, led a research team that studied
the effects of violent video game play on undergraduates. The students played the game Time
Crisis 3 for fifteen minutes, after which they underwent a series of physiological and behavioral
assessments. The researchers found that the students exposed to the most violent game
sequence had elevated heart rates and favored violent responses to hypothetical scenarios
presented by the researchers. These findings, they contend, suggest at least the possibility that
violent video game play may have a causal relationship with real-life violence.
SOURCE 2 CITATION
Barlett, C. P., Harris, R. J., & Baldassaro, R. (2007). Longer you play, the more hostile you feel:
examination of first person shooter video games and aggression during video game play.
Aggressive Behavior, 33(6), 486-497.
SOURCE 3
Sociologist Joel Best (1998) argues that social anxiety about popular children’s
entertainments—especially that they might exert a “dark” influence—are not new (p. 197). He
points to newspaper and book commentaries dating back a century to demonstrate that these
kinds of fears have been around for a long time. Back then people worried about violent
imagery in the cheap adventure novels sold to boys. In more recent times the focus shifted to
movies and television, and it now hovers around violent video games.
SOURCE 3 CITATION
Best, J. (1998). Too much fun: Toys as social problems and the interpretation of culture.
Symbolic Interaction, 21(2), 197-212.
SOURCE 4
In a 2007 article that appeared in Psychiatric Quarterly, research psychologist Christopher
Ferguson criticizes a large number of studies linking video games and aggression, including one
in which the researcher used a “noise blast” program (which produces an irritating noise to
punish player error). Ferguson argues that the program’s inconsistent frequencies and pitches
could be changed during violent and non-violent interaction during game play and thus could
be used to skew the results and falsely suggest a causal relationship between violent video
game play and real-life aggression.
SOURCE 4 CITATION
Ferguson, C. (2007). The good, the bad and the ugly: A meta-analytic review of positive and
negative effects of violent video games. Psychiatric Quarterly, 78(4), 309-316.