Kien Huynh annotated bibliography

This source was also very helpful my main objective

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This source was also very helpful. My main objective of this research paper is to persuade my readers, to disapprove all the negative associations that come along with video
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games. I thought by including one useful usage of video games into my argument, readers can see that the possibility of video games becoming beneficial can be endless. By integrating this source in the research I can illustrate a never before seen use of video games. Also because the usage of video game as a recruitment tool is fairly new, the source can change the opinion of many people who dislike video games in the past or have failed to see its positive usage. Szalavitz, Maia. "Study: Playing a Video Game Helps Teens Beat Depression. TIME.com." Health & Family | A healthy balance of the mind, body and spirit. TIME.com . TIME, 20 Apr. 2012. Web. 5 Apr. 2013. Szalavits’s article studies depression in young children, a case that becomes difficult to go away. She explains that most children who are depressed takes very long to recover from it, reason being is that they are afraid to seek a therapist or don’t have the means to. Szalavits argues however, video games may just be the cure for depression. She points out that New Zealand has created a game by the title of SPARX in which players embark on an adventure in a fantasy world, traversing through different region and destroying evil figures. She explains that the evil figures that the players destroyed represent their frustration and anger, and the goods that they’ve done in the virtual world reinforces their sense of accomplishment and needs. Szalavits reveals that, “About 44% of those who played SPARX recovered completely from depression, compared with 26% of those in regular treatment, a significant difference. About 66% in the gaming group showed at least a 30% reduction in symptoms, compared with 58% in usual treatment” Szakavits also included while of course face to face treatment prove to be more effective, virtual treatment may prove to very helpful, especially to those who find it easier to play games than to seek a therapist. This source was very useful because like Bezio’s argument, Szalavits tackle the psychological perspective. She talks about video game being a potential cure for depression, a very big issue in today’s society. I believe this source was also objective. In a sense the author was also informing the audience in chance that video game may cure depression. This article can also be seen as a persuasive article because the author tries to bring video game to a more positive light. Overall I believe this article was also very helpful, because it is a big support to my argument. Video games as a therapy have rarely been heard of there for integrating this point into my research makes for a very powerful argument. I plan on using this source to create a positive view for video games, that it is more than just entertainment. With this source and many of the other ones, I can include the multiple purposes video game serve. This article has change my thinking on the subject big time. I have been a gamer for the longest tie but never thought it being able to treat a condition such as depression.
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