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Your research question is: What are some of the negative aspects of video games? Which of the following would be an appropriate secondary source to use for this research question?Multiple choice question.An article titled “Top 15 Most Popular Video Game Websites | July 2013” from the website eBizMBA.comAn interview with an adult who plays video games for an average of seven hours per dayA journal article about teenagers and video games from the Society of Clinical Child and Adolescent PsychologyA book published in 1926 written by a child psychologist about personality disorders

Question

Your research question is: What are some of the negative aspects of video games? Which of the following would be an appropriate secondary source to use for this research question?Multiple choice question.An article titled “Top 15 Most Popular Video Game Websites | July 2013” from the website eBizMBA.comAn interview with an adult who plays video games for an average of seven hours per dayA journal article about teenagers and video games from the Society of Clinical Child and Adolescent PsychologyA book published in 1926 written by a child psychologist about personality disorders

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Solution

The most appropriate secondary source for the research question would be "A journal article about teenagers and video games from the Society of Clinical Child and Adolescent Psychology". This source is likely to provide scientific and objective information about the negative aspects of video games, which is relevant to the research question.

Similar Questions

Michael is writing an article about the negative effects of playing video games. Which fact would be support his argument?*Playing video games makes young adults mentally stronger and sharper.Playing video games can lead to a lack of concentration and productivity among young adults.Playing video games can teach adolescents the importance of cooperation and teamwork.Playing video games decreases stress levels among young adults.

Video Games—Play OnZachary Felton1Video games pull players into worlds they could never imagine. In these worlds, players become top athletes, animated characters, alien commanders, and so on. So, if video games use so much imagination, why do people look down on them? News reports today often talk about the bad effects of video games. For example, some blame video games for making children more violent. Others blame them for causing children to sit in front of the television, instead of getting exercise. While such claims may hold some truth, not all video games are bad. In fact, some actually have great benefits.2Playing video games on every platform, from large computer displays to handheld devices or even cell phones, improves thinking skills, reaction time, and hand-eye coordination.3Research has shown that playing video games is good for players' minds. Video games improve players' thinking skills. A researcher from one study said, "It's difficult to find kids who earn poor grades but who do well in video games." Video games challenge players to recognize patterns and think to survive in the game. Players must use their brains to plan their next move to avoid losing the game.4Even simple games seem to boost brainpower. For example, the goal of one popular game is to arrange falling blocks into a solid wall. When the game begins, the blocks drop at a slow pace, giving the player plenty of time to put them in the correct place. As the player gets better at arranging the blocks, the game starts dropping them at a faster rate. The player must speed up his or her thinking to reach the next level of the game.5Video games help to improve players' reaction time. Reaction time is the time it takes for a person's body to respond to something. It is important in many sports and day-to-day activities. For example, suppose your mom makes you a cup of hot chocolate. You touch the hot cup and pull your hand away quickly. That is reaction time—the time it takes your mind to tell your hand to pull away from the hot cup. Because video games move at such a fast pace, people who play them improve their reaction times. In video games involving car races, for example, players face obstacles as they speed toward the finish line. Players must rely on reaction time to avoid hitting anything so they can make it to the end.6Video games also help hand-eye coordination. This coordination involves turning what our eyes see into physical responses, such as guessing where a ball will fall so we can catch it. People with unusually high hand-eye coordination can go into professions where using their hands is important. A recent study of surgeons found that doctors who played video games were a lot faster at performing difficult operations. In addition, surgeons who played video games made fewer mistakes in operations than those surgeons who did not play video games.7Many people are starting to take notice of the benefits of video games. For example, educational computer games are becoming more common in schools as teaching tools. Teachers have found that students enjoy learning through video games. They find the games both fun and educational. This has led to the rise in "edu-tainment," or using educational video games in the classroom to make learning fun. In addition, the U.S. military is now using video games to prepare soldiers for the decision-making skills they will need during combat.8On average, children spend one hour per day playing in video game worlds. It is good to know that this time will help them in the future.QuestionWhy did the author write this passage?ResponsesA to teach people about handheld gamesto teach people about handheld gamesB to explain why people buy video gamesto explain why people buy video gamesC to support the use of video games in schoolsto support the use of video games in schoolsD to convince people that video games are good

Which of the following statement comes under the scope of the study?a: Questionnaires were issued to 100 teenagers from 25 educational institutions on 25 June 2010b: A recent study on game technology (Tan, 2010) shows that nearly 75% of teenagers in Singapore play computer games regularlyc: Besides respondents’ profile, this report looks into four possible reasons for the rise in gaming addiction among teenagersd: The rise in computer gaming addiction among teenagers is a growing concern and the Ministry of Media Development would like to find out the reasons behind this trend

Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12, 353–359. http://doi.org/10.1111/1467-9280.00366 What is this?

Read the two passages. Passage 1 Violence in video games is unavoidable. More than half of the top video games contain some element of violence. Does this lead to violence in the real world? Logical people know the answer, and the facts prove it. Between 1994 and 2004, video game sales increased by 204 percent. During that same time period, the arrest rate for juveniles committing violent crimes decreased by 63 percent. These facts make it obvious that video games are not a problem. Passage 2 The majority of video games contain violence. Children playing these games leads directly to acts of violence. Several studies, including a 2014 study by the Journal of the American Medical Association, have shown a correlation between persistent video game use and aggressive behavior. While my own children play video games, they do not play games labeled "Mature.” Simply avoiding these games and allowing children to play the thousands of other available games is a logical way to avoid a potential problem. Which passage provides the more effective argument, and why? Passage 1 is more effective because passage 2 relies on personal anecdotes as the main evidence. Passage 1 is more effective because it uses overstatement for extra emphasis, and passage 2 does not. Passage 2 is more effective because it contains logical and anecdotal, while passage 1 contains a bandwagon appeal and a false dilemma. Passage 2 is more effective because it presents data as empirical evidence, and passage 1 does not.

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