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Student Research Guide SPQ25/ Positive Impacts of Video Games on High School Education

A. Smith

Top 10 Resources

 

  • E-BOOK: Debus, Michael S., et al. Mental Health | Atmospheres | Video Games: New Directions in Game Research II. eBook, transcript Verlag, 2022, https://doi.org/10.1515/9783839462645.
    • Michael S. Debus conducted his PhD research at the IT University of Copenhagen and has published papers about the ontology of navigation in videogames and metagames. This book compiles all of the author's works on the broad topic of mental health and video games. Topics like the representation of mental health and video game disorder are examples of what this book discusses.

  • CREDO REFERENCE DATABASE: Ferguson, Christopher J., and Sven Smith. “Video Games.” Encyclopedia of Adolescence, by Roger J. R. Levesque, 2nd ed., Springer Science+Business Media, 2018. Credo Reference, https://search.credoreference.com/articles/Qm9va0FydGljbGU6NDc4MTkwMw==?aid=102912
    • Sven Smith is an associate professor of sociology while Christopher J. Ferguson has a PhD in clinical psychology. This section in the encyclopedia goes over the many ways video games connect to adolescents, along with how organizations like the APA and parents react to them.

  • INTERNET WEBSITE: Gottfried, Jeffrey, and Olivia Sidoti. “Teens and Video Games Today.” Pew Research Center, 2024, https://www.pewresearch.org/?p=165467. Accessed 7 May 2025.     
    • Jeffrey Gottfried has a PhD in communications, and Olivia Sidoti is a research assistant at Pew Research Center. This article covers a survey they did on teenagers and their gaming habits. It mainly focuses on raw data and statistics, while offering graphs to visually show the data. This source is important in understanding how social players can be. 

  • DOCUMENTARY: Horizon: Are Video Games Really That Bad? Directed by Graham Russel, BBC, 2015.
    • Horizon is a documentary series on the BBC. This source brings a lot of experts on such as Professor Daphne Bavelier to talk about their own and others’ studies. This source covers a wide range of topics from video game disorder, aggression, to positive impacts and practical uses. 

  • ETHNIC DIVERSITY SOURCE DATABASE: Kwah, Helen. “How Commercial and ‘Violent’ Video Games Can Promote Culturally Sensitive Science Learning: Some Questions and Challenges.” Cultural Studies of Science Education, vol. 7, no. 4, Dec. 2012, pp. 955–61. EBSCOhost, https://research-ebsco-com.skagit.idm.oclc.org/linkprocessor/plink?id=588ac0cb-1931-36a6-9c02-e80edee1b062
    • The Cultural Studies of Science and Education is a multidisciplinary journal that examines science education. This article discusses how games can be used for educational purposes and also explores the obstacles that come with game-based learning. 

  • ACADEMIC SEARCH COMPLETE DATABASE: Markey, Patrick M., et al. “Video Game Play: Myths and Benefits.” American Journal of Play, vol. 13, no. 1, Sept. 2020, pp. 87–106. EBSCOhost, https://researchebscocom.skagit.idm.oc lc.org/linkprocessor/plink?id=af230608-6349-3285-ab63-8a7d0b0efd6f.

    • Two of the authors in this journal have PhDs. This debunks several myths about video games and concludes that video games are a good activity for kids in moderation. This source is also useful for understanding the various myths that surround video games and why they exist. 

  • ACADEMIC SEARCH COMPLETE DATABASE: McCaffree, Kevin, and K. Ryan Proctor. “Cocooned from Crime: The Relationship Between Video Games and Crime.” Society, vol. 55, no. 1, Feb. 2018, pp. 41–52. EBSCOhost, https://doi-org.skagit.idm.oclc.org/10.1007/s12115-017-0211-0
    • Both Kevin McCafree and K Ryan Proctor have a PhD, with focuses on criminology and more. This article talks about how video games are blamed for crime through aggression and how this common notion is wrong. The Routine Activities Theory is used to debunk this myth.

  • GOOGLE SCHOLAR: Watson, William R., et al. "A Case Study of the In-Class Use of a Video Game for Teaching High School History.” Computers & Education, vol. 56, no. 2, 2011, pp. 466-74, https://doi.org/10.1016/j.compedu.2010.09.007.

    • William R. Watson has a PhD in Instructional Systems Technology and is a professor at Purdue University. This article follows a study where a teacher uses a video game for three days to teach students in his history class. The study noted that student engagement went up when they played the game, compared to a normal class with a lecture.

 

Top 5-10 Recommended Keywords/Search Terms on the Topic

  • "Video games" AND "education"
  • "Game-based learning"
  • "Video games" AND violence
  • "Video games" AND addiction OR disorder
  • "Computer & video games"
  • "Video games" AND gambling
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