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Reineke 8 Notes 1. Stephen R. Burgess, Steven Paul Stermer, and Melinda C.R.

Burgess, Video Game Playing and Academic Performance in College Students, 378. In this article, the authors mention that video games with a violent nature, which are among students most played games, may cause students to engage in anti-social behaviors. In the conversation, I tried to demonstrate that the student has been mean to his friends. 2. Daphne Bavalier, Shawn C. Green, Doug Hyun Han, Perry F. Renshaw, Michael M. Merzenich, and Douglas A. Gentile, Brains on Video Games, 764. Merzenich suggests in this article that playing video games takes away from time that students could be spending engaging in social endeavors. I tried to capture this argument in this part of the conversation. 3. This advertisement was inspired by various advertisements for video games and video game consoles. I attempted to create a realistic advertisement by modeling this image after real images. 4. Guy Porter, Vladen Starcevic, David Berle, and Pauline Fenech, Recognizing Problem Video Game Use, 123. In Porter, Berle, and Fenechs article, they elaborate on the fact that people often play video games when they know that time parameters will not allow for it. In the advertisement, I played on the fact that video game companies attack that quality with this statement. 5. Daphne Bavalier, Shawn C. Green, Doug Hyun Han, Perry F. Renshaw, Michael M. Merzenich, and Douglas A. Gentile, Brains on Video Games, 763 . Bavalier and Green write that some studies have proven that action video games have many behavoural benefits, including enhancements in low-level vision, visual attention, speed of processing and statistical inference. I attempted to show that the psyc hologist was knowledgeable about this subject, but still did not believe it was good enough evidence for video games to be positive. 6. Stephen R. Burgess, Steven Paul Stermer, and Melinda C.R. Burgess, Video Game Playing and Academic Performance in College Students, 378. In Burgess, Stermer, and Burgesss study, they found that 82 % of students enrolled full-time in college reported playing video games as an activity that they partake in. I included this statistic in the psychologists answer to demonstrate that video game playing is a widespread activity. 7. Somchit Jaruratanasirikul, Kanjarut Wongwaitaweewong, and Pasuree Sangsupawanich, Electronic Game Play and Performance of Adolescents in Southern Thailand, 511. This study found that there was a positive link between video game playing and poor academic

Reineke 8 achievement. I included it here as proof of the psychologists claim that video games lead to poor academic achievement levels. 8. Stephen R. Burgess, Steven Paul Stermer, and Melinda C.R. Burgess, Video Game Playing and Academic Performance in College Students, 384. Burgess, Stermer, and Burgess explain that the time-displacement hypothesis is the idea that when students play video games, they take time away from when they could be doing homework, which leads to poor academic performance. I introduced this concept in the psychologists voice to validate his point. 9. Game On, 5. In this article in the Harvard Health Letter, the author demonstrates that students who play video games before sleeping have much less brain power the next day in class. I used it here to prove that what the psychologist was claiming was actually true. 10. Lane A. Glenn and Suzanna Van Wert, Failure to Launch: Confronting the Male College Student Achievement Gap, 15. Mark Prensky is quoted in this article, stating that upon graduation from college, most students have spent less than 5,000 hours of their lives reading, but over 10,000 hours playing video games. I tried to show here that students spend more time playing games than they should. 11. Stephen R. Burgess, Steven Paul Stermer, and Melinda C.R. Burgess, Video Game Playing and Academic Performance in College Students, 384. This article claims that Video games are considered the most engaging and potentially addicting forms of media. I used this statement to prove that what the CEO was saying is in fact an accepted claim. 12. Douglas Gentile, Pathological Video-Game Use Among Youth Ages 8 to 18: A National Study, 597. Gentile states in this study that 23% of kids claim that they play video games instead of doing homework when they have it. I included the teachers claim with this statistic as backing. 13. Game On, 5. This article claims that video games can result in weariness and low energy if played before bed. I attempted to show that the student was experiencing this effect through the teachers claim. 14. To create this report card, I used the report cards that Ashland High School in Ashland, Ohio gives to its students as a template. The report card format is almost identical, but with the specific details substituted in.

Reineke 8 15. Musings from a Stay at Home Mom, http://musingsfromasahm.com/wpcontent/uploads/2012/05/Skype-Logo.jpg. 16. Becky Oskin, Teens and video games: How much is too much? 9. Oskins article claims that video games have been linked to drops in academic performance. I attempted to tie this into the mothers beliefs in this section. 17. Ibid, 10. Oskin states that parents should limit screen time if grades or behavior becomes a problem. I tried to demonstrate this here, by the mother taking away the video games.

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