Clark, Neils, and P. Shavaun. Scott. Game Addiction: The Experience and the Effects. Jefferson,
NC: McFarland &, 2009. Print.
Clark, Neils and Shavaun engage their audience with researched facts explaining the effects of
video gaming playing to both children and the adults. The authors say excessive video game
playing results to development of negative effects on academic, carrier and social relations. The
authors further add that excessive indulgence in video playing may affect someone
psychologically and mentally hence the affected people require effective forms of therapy and
diagnosis of their habit. The writers also articulate the extent to which video gamers prioritize
their hobbies and the sacrifices children make in order to play video games.
Carey, Benedict. "Shooting in the Dark." The New York Times. The New York Times, 12 Feb.
2013. Web. 07 May 2013.
Carey’s book Shooting in the Dark explains how violent video games and addiction co-relate to
impact a negative aggression and violence to the society. The writer has based his discussion on
the research he conducted on several students who played Mortal Kombat game and then he
tested their arousal both physically and mentally. The author found that playing violent video
games increases someone’s level of aggression and this could lead to psychological effects to the
video gamers. The research of the writer is categorized into three parts as; long-term studies,
short-term laboratory experiments and co-relation studies. It is with researches that the author
confirms the effects of excessive video playing and playing violent video games.
The Impact of Video Games on Children." The Impact of Video Games on Children. N.p., n.d.
Web. 07 May 2013.
Palo Alto Medical Foundation writes an article to explain the impact of excessive video game
playing on a medical perspective to the audience. The Impact of Video Games on Children
narrates how the psychologies of people who indulge in video games are affected and the
negative attitude these people develop when they are addicted. The medical association thought
it would be best to conduct medical research and bring in a different methodology as compared
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to other authors who discuss on the ethics behind video game playing. The medical association
further adds that people addicted to video playing need the help of a psychiatrist.
Kearney, Paul R. "Immersive Environments: What Can We Learn From Commercial Computer
Games?" Affective and Emotional Aspects of Human-Computer Interaction. Ed. Maja Pivec.
Amsterdam: IOS Press, 2006. 38-44. Print.
Kearney narrates how video gaming enables one develop effective characters in cognitive skills.
The writer argues that video gaming helps one relieve boredom and improves one reasoning
abilities. The writer further adds that video game playing plays an important role in the society
and that it should be used in learning institutions. The author says video games help a person
improve in multitasking abilities, memory and improves ones level of focus for a purpose. The
author has based these findings from a research he did to confirm the benefits of video game
playing to the fans. The writer has says video game playing can be used in military training since
it improves one’s ability to take rational decision making and focus.
DeMaria, Rusel. Reset: Changing the Way We Look at Video Games. San Francisco, CA:Berrett-
Koehler, 2007. Print.
The author DeMaria focuses in discussing the brighter side of video playing and neglecting the
negative effects other authors write about. The author says video gaming helps one acquire
various skills as it is considered a learning process. The writer says video game playing allows
someone to learn real life situations that may help someone in the long run. The writer narrates
that learning through computer games is practical is effective to enhance all the necessary skills
during the process. The author also sites some of the cognitive skills that one can develop from
video game playing. The authors says video gaming skills can help someone through; conflict
resolution, financial skills, negotiation and through logistical decisions.
Almeida, F., Bolaert, H., Dowdall, S., Lourenço, J., & Milxzarksi, P. (2015). The walkabout
framework for contextual learning through mobile serious games. Education and Information
Technologies, 20(3), 415-428. DOI: 10.1007/s10639-013-9292-6
Almeida and the associated authors of the walkabout framework discuss the value and how
adoption of the system of computer and video learning has improved the learning process. The
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writers say learning through video games is cost-effective, simple and adaptable since many
people prefer playing games to attending learning classes. The writers researched on how to
create contextualized video games to suit learning process.