12 Matching Annotations
  1. May 2016
    1. Quite simply, the research just hasn’t panned out. For one thing, even while video game sales have skyrocketed, youth violence plummeted to its lowest levels in 40 years according to government statistics

      This annotation that I have highlighted from this article symbolizes the facts of decreasing rates in youth adolescences and the increase of video games. In a sense, this tells us that the contribution to youth violence is the mental illness of "insane".

    2. tend to relax

      In ease, this phrase tells one that kids still have empathy, and can categorize the difference between real v. fantasy.

    3. Other scholars have found, as have Andrew Przybylski and colleagues writing in the Review of General Psychology, that matching video game conditions more carefully in experimental studies with how they are played in real life makes VVG’s effects on aggression essentially vanish. Since most video game experiments only have players play for short periods of time, often for as little as 10 minutes, and violent games tend to be more difficult to learn and have more complex controls than non-violent games, it appears that many participants in these experiments may simply have been frustrated by being cut off so quickly before they even learned how to play, rather than by the violent content of the game. Letting them play long enough to learn the game, or simply providing violent and non-violent games of equal complexity, erases the effects. In fact, experimental research led by my graduate student Jose Valadez found that both violent and non-violent games tend to relax people over time, not anger them.

      I agree, with the scholars of research due to the fact that video games tend to relax one rather than aggravate the gamer. Yes, I understand that if the player cannot gain the experience towards the learning capability on how to play then, maybe, the young adult can be comfortable, therefore not compare the game to real-life aggression.

    4. Secondly, it has been increasingly recognized that much of the early research on VVG linking them to increased aggression was problematic: most studies used outcome measures that had nothing to do with real-life aggression and failed to control carefully for other important variables, such as family violence, mental health issues or even gender in many studies (boys both play more VVG and are more aggressive.) This was something the U.S. Supreme Court recognized when, after considering California’s attempt to ban the sale of VVG to minors in Brown v. EMA, it stated on June 27, 2011, “These studies have been rejected by every court to consider them, and with good reason.”

      Due to the factual government statistics surprisingly the increase in violent video games has been acknowledged by the United States (U.S) Supreme Court on rulings of no connection to youth violence in resemblance to violent video games. In addition, video games have the potential to relieve stress and not be the basis of real-life aggression, therefore, youth violence has been studied to been reasonable to mental illness.As I previously have mentioned, this is supported by the Brown v. EMA, whihc states, "these studies have been rejected by every court to consider them, and with good resason".

    1. The US Supreme Court ruled that violent video games do not cause youth to act aggressively

      In similarity to 1954 Brown v. Board, this Supreme Court ruling gives the establishment of the violence of video games not contributing to youth adolescence, therefore it gives "sane" or "insaane" people the decision to acknowledge their actions

    2. Sales of violent video games have significantly increased while violent juvenile crime rates have significantly decreased.

      In the context of video games, sales have rose to prominence while the decrease in juvenile crime rates has decreased.

  2. Nov 2015
    1. four-cornered.

      Perhaps the speaker feels trapped....

    2. Mirror

      Just a thought, as you can see the tittle has more than one meaning, such as a parallel universe( multiverse), of her own life; and or actions. Just a thought...

    3. Now I am a lake. A woman bends over me, Searching my reaches for what she really is. Then she turns to those liars, the candles or the moon. I see her back, and reflect it faithfully. She rewards me with tears and an agitation of hands. I am important to her. She comes and goes.

      Not only is this an allusion but her feelings towards her way out of the darkness, to love herself; to be great!!!

    1. The Author to Her Book

      Just a thought, in my opinion the title not only represents her disliking towards her book and not being able to publish it but may also represent her legacy! A way for her to be recognized in her unique way. Just a thought...

    2. Till snatched from thence by friends, less wise than true, Who thee abroad, expos’d to publick view

      The author's so called "friends" took her work of art, and have publicized it. Ultimately, this lead to her sorrow and misery.

    3. Thou ill-form’d offspring of my feeble brain,

      The book is the author's progeny