Reference Summaries: Impacts of Gaming Addiction on Children
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Homework Assignment
AI Summary
This assignment presents summaries of five scholarly references focusing on the impacts of gaming addiction, primarily on children and adolescents. The summaries cover key findings from each source, including the use of electronic media, the role of government regulation, psychiatric impacts, the psychological aspects of arcade gaming, and the effects on physical and mental health. The sources include articles from reputable journals and institutions, such as the Indian Psychological Foundation, Cato Institute, Psychiatry Advisor, and Addictive Behaviors, using APA citation format. The assignment examines the credibility of each source, highlighting the research methodologies and data used to support the conclusions. The findings range from the effects of excessive gaming on children's behavior and health to the relationship between gaming addiction and social functioning, providing a comprehensive overview of the topic.

Part 2: Reference summaries
Reference Summary Worksheet
Reference 1 – Cross-cultural reference
Citation in APA
format (1 pt)
Yadav J S & Kaur S, (2016), “Addiction of Electronic Media in Children: A Major Problem”
, Indian Psychological Foundation, Retrieved From:
http://www.ipsf.in/ADDICTION%20OF%20ELECTRONIC%20MEDIA%20IN%20CHILDREN.php
Key findings (2
pts)
In 2-3
paragraphs,
summarize the
main findings
in your source.
The researchers have collectively put the results of various articles and research papers in order to
evaluate the impacts of electronic media over the thought process of children. A collection of more
than thirty articles from reputed journals is examined to reach to a good result. The abstracts used to
examine the demographical data result in the fact that children of young age are more oriented
towards gaming than the adults. Such adults who have developed the tendency of the gaming in early
childhood find it hard to give up the bad habits of the same. The findings of the study are given as
‘Electronic media uses are common in all age, genders, socio-economic status children but the
orientations of early aged children are more towards video games, moves and they commonly missed
their school or lunch due to excessive use, the elder children are more orientated towards social
media; texting of messages, sexting, in these group female children are more victimized than male.’
How do you
know that this
is a
credible/schola
rly source? (1
pt)
The source is credible because of the fact that it uses the platforms of research articles and journals
that have published quality research papers. Also, the study is published in one of the major research
journals of India and credentials are properly given. The study is founded over the observation and it
applies the methodology needed to conduct an ideal research study.
Reference 2 – Policy reference
Citation in APA
format (1 pt)
Thierer, D Adam, (2003), “Regulating Video Games: Must Government Mind Our
Children?” Cato Institute, Retrieved from:
https://www.cato.org/publications/techknowledge/regulating-video-games-must-government-mind-
our-children
Key findings (2
pts)
In 2-3
paragraphs,
summarize the
main findings
in your source.
Adam, being the director of telecommunication studies at Cato institute, is able to find out the
discrepancies in the legislations and censorship done by the government and state laws. In fact, as per
the source finding, gaming seems to have an overrated viewpoint, it is more like a concern of the
parents about preventing their kinds from getting addicted to a specific genre of gaming. Adam
reviews the statistical data from the 1990s, and states that from the time of inventing violent games
affecting juvenile minds, the crime ratio done in society actually reduced dramatically, if seen from a
juvenile criminal activity point of view. He concludes that the intervening of government and
legislations would possibly eliminate the thin line of difference between the entertainment and
addiction and it is the responsibility of parents to ensure what their kids are going to view in this
respect.
How do you
know that this
is a
credible/schola
rly source? (1
pt)
Adam’s approach is credible as he supports his argument by putting forward some evidence in the
form of data. Also, there is cohesive analysis of the policy making procedure in the article which
makes it clear to the reader that the conclusion drawn is worth trusting.
Reference Summary Worksheet
Reference 1 – Cross-cultural reference
Citation in APA
format (1 pt)
Yadav J S & Kaur S, (2016), “Addiction of Electronic Media in Children: A Major Problem”
, Indian Psychological Foundation, Retrieved From:
http://www.ipsf.in/ADDICTION%20OF%20ELECTRONIC%20MEDIA%20IN%20CHILDREN.php
Key findings (2
pts)
In 2-3
paragraphs,
summarize the
main findings
in your source.
The researchers have collectively put the results of various articles and research papers in order to
evaluate the impacts of electronic media over the thought process of children. A collection of more
than thirty articles from reputed journals is examined to reach to a good result. The abstracts used to
examine the demographical data result in the fact that children of young age are more oriented
towards gaming than the adults. Such adults who have developed the tendency of the gaming in early
childhood find it hard to give up the bad habits of the same. The findings of the study are given as
‘Electronic media uses are common in all age, genders, socio-economic status children but the
orientations of early aged children are more towards video games, moves and they commonly missed
their school or lunch due to excessive use, the elder children are more orientated towards social
media; texting of messages, sexting, in these group female children are more victimized than male.’
How do you
know that this
is a
credible/schola
rly source? (1
pt)
The source is credible because of the fact that it uses the platforms of research articles and journals
that have published quality research papers. Also, the study is published in one of the major research
journals of India and credentials are properly given. The study is founded over the observation and it
applies the methodology needed to conduct an ideal research study.
Reference 2 – Policy reference
Citation in APA
format (1 pt)
Thierer, D Adam, (2003), “Regulating Video Games: Must Government Mind Our
Children?” Cato Institute, Retrieved from:
https://www.cato.org/publications/techknowledge/regulating-video-games-must-government-mind-
our-children
Key findings (2
pts)
In 2-3
paragraphs,
summarize the
main findings
in your source.
Adam, being the director of telecommunication studies at Cato institute, is able to find out the
discrepancies in the legislations and censorship done by the government and state laws. In fact, as per
the source finding, gaming seems to have an overrated viewpoint, it is more like a concern of the
parents about preventing their kinds from getting addicted to a specific genre of gaming. Adam
reviews the statistical data from the 1990s, and states that from the time of inventing violent games
affecting juvenile minds, the crime ratio done in society actually reduced dramatically, if seen from a
juvenile criminal activity point of view. He concludes that the intervening of government and
legislations would possibly eliminate the thin line of difference between the entertainment and
addiction and it is the responsibility of parents to ensure what their kids are going to view in this
respect.
How do you
know that this
is a
credible/schola
rly source? (1
pt)
Adam’s approach is credible as he supports his argument by putting forward some evidence in the
form of data. Also, there is cohesive analysis of the policy making procedure in the article which
makes it clear to the reader that the conclusion drawn is worth trusting.
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Reference 3
Citation in APA
format (1 pt) Dingle D Arden & Kothari Jay, (2015), “Psychiatric Impacts of Video Games, Internet
Addiction on Children” Psychiatry Advisor, Retrieved from:
http://www.psychiatryadvisor.com/childadolescent-psychiatry/psychiatric-impacts-of-video-
games-internet-addiction-on-children/article/396984/
Key findings (2
pts)
In 2-3
paragraphs,
summarize the
main findings
in your source.
Dingle and Kothari cite a real life example of a young boy Thomas who could suffer repeatedly from
internet addiction disorder after playing ten to twelve hours a day on Facebook. In fact, the data
presented in the article shows a decent rise in the internet based gaming addiction in young males,
however the same also mentions that there is slight reduction in the female activities in terms of
internet gaming. Defined from various terms, the researchers present the data as according to recent
statistics, young males primarily plays sports games (FIFA/NBA) and combative games (Call of
Duty), with music simulation (Guitar Hero) and life management games (The Sims) being less
popular. In females, these ratios are essentially reversed.
How do you
know that this
is a
credible/schola
rly source? (1
pt)
The two scholars of this article are well versed in the psychiatric studies and they have achieved
excellence in the process of observing the gaming behaviors of young kids. The findings of the article
are cohesive and they are also published in the Psychiatry Advisor, one of the leading online journals
perceiving the changes and complications in human behavior in terms of psychology.
Reference 4
Citation in APA
format (1 pt)
Fisher, Sue, (1994), “Identifying Video Game Addiction in Adolescents and Children”
Pergamon, Addictive Behaviors, Vol. 19, Retrieved From:
http://scholar.google.co.in/scholar_url?url=
http://docshare01.docshare.tips/files/18995/189950789.pdf&hl=en&sa=X&scisig=
AAGBfm3TFTojPX1DekC58cAfFNo4Y9UOcw&nossl=1&oi=scholarr&ved=0ahUKEwjX
j_rhl9jUAhXFgI8KHXQ1DPEQgAMIIygBMAA
Key findings (2
pts)
In 2-3
paragraphs,
summarize the
main findings
in your source.
Fisher looks through the psychological aspects of arcade gaming culture especially the gambling
which came into existence in the 1990s. The scholars feared that the addiction of arcade gambling
would lead to real life gambling tendency and at the same time, it would cause negative impacts to
overpower the young and delicate brains of the youth. Fisher applies the psychometrics and directive
methods in order to analyze the intensity of arcade gaming and relates it with the excessive
availability of internet to the youth. He has concluded that that significant amount of availability of
internet to youth attracts them to arcade gaming, however, there are limitations to this study which
include the hypothetical analysis of the pathological gambling concept in adolescents. In fact, this
term has been popularly used for gaming purposes in adults and there are chances of facing
complications if the same is used for young kids as they have different thinking patterns.
How do you
know that this
is a
credible/schola
rly source? (1
pt)
Fisher is one of the major contributors in psychological studies and human behavioral observation.
The current study is published one of the leading medical journals of the University of Plymouth. The
credentials are available online.
Citation in APA
format (1 pt) Dingle D Arden & Kothari Jay, (2015), “Psychiatric Impacts of Video Games, Internet
Addiction on Children” Psychiatry Advisor, Retrieved from:
http://www.psychiatryadvisor.com/childadolescent-psychiatry/psychiatric-impacts-of-video-
games-internet-addiction-on-children/article/396984/
Key findings (2
pts)
In 2-3
paragraphs,
summarize the
main findings
in your source.
Dingle and Kothari cite a real life example of a young boy Thomas who could suffer repeatedly from
internet addiction disorder after playing ten to twelve hours a day on Facebook. In fact, the data
presented in the article shows a decent rise in the internet based gaming addiction in young males,
however the same also mentions that there is slight reduction in the female activities in terms of
internet gaming. Defined from various terms, the researchers present the data as according to recent
statistics, young males primarily plays sports games (FIFA/NBA) and combative games (Call of
Duty), with music simulation (Guitar Hero) and life management games (The Sims) being less
popular. In females, these ratios are essentially reversed.
How do you
know that this
is a
credible/schola
rly source? (1
pt)
The two scholars of this article are well versed in the psychiatric studies and they have achieved
excellence in the process of observing the gaming behaviors of young kids. The findings of the article
are cohesive and they are also published in the Psychiatry Advisor, one of the leading online journals
perceiving the changes and complications in human behavior in terms of psychology.
Reference 4
Citation in APA
format (1 pt)
Fisher, Sue, (1994), “Identifying Video Game Addiction in Adolescents and Children”
Pergamon, Addictive Behaviors, Vol. 19, Retrieved From:
http://scholar.google.co.in/scholar_url?url=
http://docshare01.docshare.tips/files/18995/189950789.pdf&hl=en&sa=X&scisig=
AAGBfm3TFTojPX1DekC58cAfFNo4Y9UOcw&nossl=1&oi=scholarr&ved=0ahUKEwjX
j_rhl9jUAhXFgI8KHXQ1DPEQgAMIIygBMAA
Key findings (2
pts)
In 2-3
paragraphs,
summarize the
main findings
in your source.
Fisher looks through the psychological aspects of arcade gaming culture especially the gambling
which came into existence in the 1990s. The scholars feared that the addiction of arcade gambling
would lead to real life gambling tendency and at the same time, it would cause negative impacts to
overpower the young and delicate brains of the youth. Fisher applies the psychometrics and directive
methods in order to analyze the intensity of arcade gaming and relates it with the excessive
availability of internet to the youth. He has concluded that that significant amount of availability of
internet to youth attracts them to arcade gaming, however, there are limitations to this study which
include the hypothetical analysis of the pathological gambling concept in adolescents. In fact, this
term has been popularly used for gaming purposes in adults and there are chances of facing
complications if the same is used for young kids as they have different thinking patterns.
How do you
know that this
is a
credible/schola
rly source? (1
pt)
Fisher is one of the major contributors in psychological studies and human behavioral observation.
The current study is published one of the leading medical journals of the University of Plymouth. The
credentials are available online.

Reference 5
Citation in APA
format (1 pt)
Zamani E, Chashmi M, Hedayati N. (2009), “ Effect of addiction to Computer Games on
Physical and Mental health of Female and Male Students of Guidance School in city of
Isfahan. “ Addict Health 1:98–104, PMC, Retrieved From:
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3905489/
Key findings (2
pts)
In 2-3
paragraphs,
summarize the
main findings
in your source.
Scholars tend to reflect on the correlation between internet gaming addiction and its impact on the
physical and mental status of young kids selected in public guidance schools in the city of Isfahan.
The scholars used quantified numerical methods along with using GHQ and one other questionnaire
to evaluate the hours and trends which the young students used to spend on the internet for gaming
purposes. The 564 selected participants responded positively towards this method and the findings
included that there was relative impact of the internet gaming over the health of the young kids either
physically or mentally. The students were prone to develop social solicitation, loneliness and
sleeplessness as the variable dependent in the process of the research study. Also, the findings
included that there was a significant negative relationship between addictions to computer games and
impaired social functioning.
How do you
know that this
is a
credible/schola
rly source? (1
pt)
The article has been published in PMC which is one of the major online journals for various medical
and psychological segments for understanding human behavior. In fact, apart from its publication in a
reputed journal, the scholars have followed all the requirements of study and in a step by step manner,
they have based their findings over the quantified numerical reflection and qualitative research
methodology.
Citation in APA
format (1 pt)
Zamani E, Chashmi M, Hedayati N. (2009), “ Effect of addiction to Computer Games on
Physical and Mental health of Female and Male Students of Guidance School in city of
Isfahan. “ Addict Health 1:98–104, PMC, Retrieved From:
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3905489/
Key findings (2
pts)
In 2-3
paragraphs,
summarize the
main findings
in your source.
Scholars tend to reflect on the correlation between internet gaming addiction and its impact on the
physical and mental status of young kids selected in public guidance schools in the city of Isfahan.
The scholars used quantified numerical methods along with using GHQ and one other questionnaire
to evaluate the hours and trends which the young students used to spend on the internet for gaming
purposes. The 564 selected participants responded positively towards this method and the findings
included that there was relative impact of the internet gaming over the health of the young kids either
physically or mentally. The students were prone to develop social solicitation, loneliness and
sleeplessness as the variable dependent in the process of the research study. Also, the findings
included that there was a significant negative relationship between addictions to computer games and
impaired social functioning.
How do you
know that this
is a
credible/schola
rly source? (1
pt)
The article has been published in PMC which is one of the major online journals for various medical
and psychological segments for understanding human behavior. In fact, apart from its publication in a
reputed journal, the scholars have followed all the requirements of study and in a step by step manner,
they have based their findings over the quantified numerical reflection and qualitative research
methodology.
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