Kien Huynh annotated bibliography

While the participant plays the game while a female

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match each other and earn points. While the participant plays the game while a female experimenter observes them. The experiment later goes on with a man coming and yelling and screaming at the female experimenter. The study was to see how many participants would help the female experimenter. Markman reveals that “When people were playing the video game that involved helping other characters, over 55% of them chose to help the woman. When people were playing the neutral game, fewer than 25% helped the woman.” Markman stresses the possibility of the video game influence over positive behaviors and attitude and this research heavily reinforced his argument. In general, this source did not prove to be too useful. While the argument Markman made was great and the fact that her provided an entire study on the case is fantastic. However Markman did not provide evidence outside of this research. His argument was heavily based around this research. Had in provided more research or possible event in a different context, his argument may become more persuasive. Though the argument lack some point, it is objective. Because it is a research or a study, Markman is needed to be objective in order to affectively determine his result. This source was somewhat helpful. I believe this source would be great if it had more evidence and statistic included. Because of this I can only use Markman’s source as reference. However his argument is very persuasive and it makes for a very power support. Also because it is a research it is more liable as well. This source was very interesting to me. It was the first time I had read about a research such as this and it change the way I view video games. I knew video game had many benefits but not one like this. Overall Markman argument, though bland and lack too much evidence provide for a great supporting detail Preidt, Robert. "Active Video Games May Boost Fitness in Younger Students: MedlinePlus." National Library of Medicine - National Institutes of Health . N.p., n.d. Web. 5 Apr. 2013. In this article, Rober Preidt argues that active video games such as the Wii Fit can encourage young children to participate in physical activities thus lowering their chance of obesity and other related conditions. Robert points out that in some states, school are incorporating active games such as Dance Dance Revolution into gym class. Though it doesn’t
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prove to be as effective as gym class Preidt states, “the active video games got children in third, fourth and fifth grades moving enough to achieve recommended levels of vigorous activity, according to the researchers at the George Washington University School of Public Health and Health Services.” He also noted that because video game can be entertaining as well, kids who are easily appeal to video game is more willing to participate. It gives kids who dislike gym a change to get fit and active as oppose to being stationary simply because they hate gym. Preidt also makes the point that for most of these children, the change to go out and be active in dangerous neighborhoods isn’t always too great, therefore having a video game alternative will help them get fit.
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