tag:blogger.com,1999:blog-79419978373745917632024-03-07T21:40:20.597-08:00Rodrigo 'The FatSpanishMan' CapurroA blog for my Eng 103 class at LaGuardia Community College and a day in the life of The FatSpanishManRodrigo E. Capurrohttp://www.blogger.com/profile/04770856549138243479noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-7941997837374591763.post-41790893420126557502010-12-08T08:03:00.000-08:002010-12-08T08:03:37.372-08:00Final Blog: The Complete Reserch Paper<div class="MsoNormal" style="line-height: 200%; margin: 0in 0in 0pt;">Rodrigo Capurro</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0in 0pt;">English 103</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0in 0pt;">Professor McCormick</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0in 0pt;">8 December 2010</div><div align="center" class="MsoNormal" style="line-height: 200%; margin: 0in 0in 0pt; text-align: center;">“Headshot!” –Unreal Tournament</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0in 0pt; text-indent: 0.5in;">Most educators, politicians, local media, parents, tutors, your neighbor and their mom will tell you that video games are bad for you; they’re violent, pointless and make children more violent because they try to imitate what they see.<span style="mso-spacerun: yes;"> </span>Research has been conducted to prove all of this to be true.<span style="mso-spacerun: yes;"> </span>But what if the research/researcher was biased when the research was conducted?<span style="mso-spacerun: yes;"> </span>When it comes to research, methodology is everything.<span style="mso-spacerun: yes;"> </span>The researchers that tried to prove their theory that violent video games led to children being more aggressive and violent misinterpreted the results and made exaggerated claims based on the available data.<span style="mso-spacerun: yes;"> </span>Past and current studies show that there is no connection with violent video games and aggression.<span style="mso-spacerun: yes;"> </span>It also shows that video games can be beneficial for children.</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0in 0pt; text-indent: 0.5in;">“Video games are bad for you!”<span style="mso-spacerun: yes;"> </span>How many times have things of that nature been said?<span style="mso-spacerun: yes;"> </span>Although it has been said for as long as video games have existed, where do these researchers get their information? <span style="mso-spacerun: yes;"> </span>According to the largest, in-depth and “unbiased study of violent video games,” conducted by Dr. Lawrence Kutner and Dr. Cheryl K. Olson, cofounders and directors of the Harvard Medical School Center for the Mental Health and Media, the link between playing video games and aggression in children is small.<span style="mso-spacerun: yes;"> </span>The results were mixed and a bit surprising.<span style="mso-spacerun: yes;"> </span>Boys were likely to act aggressively towards someone if they played video games every day, regardless if it’s violent or not, girls were more likely to get into fights if they played any type of video game, boys who didn’t play video games at all got into more fights than boys that played everyday, most children that play video games are not bullies and the vast majority of children that played M-rated (mature rated) video games, did not show any sign of behavioral issues (“Lessons We’ve Learned”).<span style="mso-spacerun: yes;"> </span>This study has been the biggest of its kind.<span style="mso-spacerun: yes;"> </span>Past researchers were unbiased in showing all the results and not just the positive ones that opponents would argue with.</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0in 0pt; text-indent: 0.5in;">What is a well designed test/experiment supposed to measure?<span style="mso-spacerun: yes;"> </span>It is supposed to accurately represent the population as a whole using only a sample.<span style="mso-spacerun: yes;"> </span>But what of the things that cannot possibly be measured in an experiment?<span style="mso-spacerun: yes;"> </span>Opponents of violent video games would have you believe that the research and experiments they conduct are as accurate as possible but with a closer look, you can see that their methodology has its shortcomings.<span style="mso-spacerun: yes;"> </span>In experimental studies conducted to measure aggression and violent video games, adolescents were asked to play a violent video game while they were measuring blood pressure, heart rate while things like hostility were measured using self-reports where the participant would answer questions based on their experience.<span style="mso-spacerun: yes;"> </span>The issue is that when researchers use self-reports is that people taking them lie, especially when the sample size is small.<span style="mso-spacerun: yes;"> </span>Also they cannot be trusted to accurately measure their experience in a way the researchers can use their results.<span style="mso-spacerun: yes;"> </span>With those numbers, then they would measure aggression “indirectly because its actual manifestations between participants cannot be permitted on ethical grounds.” <span style="mso-spacerun: yes;"> </span>Also it is impossible to “control for variables such as ‘excitement,’ which confound the interpretation of findings” (Porter and Starcevic).<span style="mso-spacerun: yes;"> </span>Experiments conducted in this way cannot be accurate because the researchers themselves say that most of their data is and cannot be directly measured.<span style="mso-spacerun: yes;"> </span>So how is it that they can still draw conclusions from their experiments knowing that all their evidence is circumstantial? </div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0in 0pt; text-indent: 0.5in;">Saying that violent video games are directly linked to aggressive children has no merit.<span style="mso-spacerun: yes;"> </span>Some opponents of violent video games admit that a <i style="mso-bidi-font-style: normal;">direct</i> link does not exist.<span style="mso-spacerun: yes;"> </span>According to Jeffrey Goldstein, a psychologist at the University of Utrecht in the Netherlands and a consultant to video game companies, although “there is good evidence that children who are exposed to violent media, including video games, are more aggressive,” he says it is not simple cause and effect; violent children get more attached to violent video games than children who do not already have violent tendencies (Muir).<span style="mso-spacerun: yes;"> </span>There is no direct link between violent video games and children being violent although children that play these video games tend to be more aggressive.<span style="mso-spacerun: yes;"> </span>With that being said, why would you give a child that already has violent tendencies violent video games?<span style="mso-spacerun: yes;"> </span>Would you let a registered sex offender babysit your children or give a pyromaniac a job at a lighter factory? So why let a child with a tendency for violence play a violent video game?</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0in 0pt; text-indent: 0.5in;">It seems a little strange saying that video games are beneficial.<span style="mso-spacerun: yes;"> </span>As a gamer, you are probably thinking, “how has Tetris ever helped me?” but it does not work like that.<span style="mso-spacerun: yes;"> </span>Specific games are purposely designed to test and refine motor skills.<span style="mso-spacerun: yes;"> </span>In nursing homes across the <country-region w:st="on"><place w:st="on">United States</place></country-region>, the Nintendo Wii has been used with stroke and Parkinson’s disease patients.<span style="mso-spacerun: yes;"> </span>The “Wii-hab,” as they call it, has been linked with increased coordination and quality of life (<city w:st="on"><place w:st="on">Taylor</place></city>).<span style="mso-spacerun: yes;"> </span>A separate eight-week study by the Medical College of Georgia showed that patients had “significant improvements in movement, fine motor skills and energy levels were experienced by all participants, and there was a decrease in their levels of depression” (<city w:st="on"><place w:st="on">Taylor</place></city>).<span style="mso-spacerun: yes;"> </span>This shows how video games are beneficial just to motor skills and coordination.</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0in 0pt; text-indent: 0.5in;">Video games can even be useful in a classroom setting.<span style="mso-spacerun: yes;"> </span>Schools across the United States and the United Kingdom use games like Drawn to Life and Beateratorare to “encourage greater interest in art and music” (Taylor).<span style="mso-spacerun: yes;"> </span>Companies like Microsoft even recognize the rise in video games usage in the classroom for educational purposes.<span style="mso-spacerun: yes;"> </span>Microsoft’s Worldwide Innovative Schools Program recognized <placename w:st="on">Silverton</placename> <placetype w:st="on">Primary School</placetype> in <city w:st="on">Melbourne</city> for its innovative use of the Nintendo Wii and DS consoles in the classroom (<city w:st="on"><place w:st="on">Taylor</place></city>).<span style="mso-spacerun: yes;"> </span>It is important for companies in the industry of developing or publishing video games to recognize that their video games have a positive influence in an area where it has long believed that they cause more issues.</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0in 0pt; text-indent: 0.5in;">Can video games provide a learning experience that someone cannot receive in a classroom?<span style="mso-spacerun: yes;"> </span>Educational professor James Paul Gee agrees.<span style="mso-spacerun: yes;"> </span>The author of <i style="mso-bidi-font-style: normal;">Video Games Have to Teach Us about Learning and Literacy</i> believes that games with a challenging degree of difficulty engage children and “help players to develop a number of important cognitive skills” (McCormick).<span style="mso-spacerun: yes;"> </span>Other research by Wood et al. also showed that playing video games increased problem solving skills, communication, and team-building skills (Barenthin & Puymbroeck).<span style="mso-spacerun: yes;"> </span>By developing the skills that are required to take on the increasingly difficult challenges of a game, children “are constantly engaged in active and interactive learning in a way they may rarely experience in their classrooms” (McCormick).<span style="mso-spacerun: yes;"> </span>It may seem like a child is glued to a television because of a video game but the reason is, they are absorbed by the game due to the increased concentration required to successfully accomplish what the game asks of them.<span style="mso-spacerun: yes;"> </span>It is a function of the video game’s escalating difficultly scale that really tests a child’s cognitive skills.</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0in 0pt; text-indent: 0.5in;">Because video games come in many types and sizes, they have different benefits to many different people.<span style="mso-spacerun: yes;"> </span>According to Steve Johnson, author of the book <i style="mso-bidi-font-style: normal;">Everything Bad is Good for You</i>, due to the bigger presentation and more complex story plots and harder problem-solving puzzles in video games, IQ scores are rising (Phillips).<span style="mso-spacerun: yes;"> </span>Good video games test all of the things Johnson argues about, especially in the latter portion of a game.<span style="mso-spacerun: yes;"> </span>Researchers at the <placetype w:st="on">University</placetype> of <placename w:st="on">Rochester</placename> in <state w:st="on"><place w:st="on">New York</place></state> showed that “regular computer gamers have improved visual attention and can take in more information.”<span style="mso-spacerun: yes;"> </span>They also showed increases in being able to pay attention and switching attentions (Phillips).<span style="mso-spacerun: yes;"> </span>Spatial rotation (the ability to rotate an image in your head and keep it the same shape) was improved in women at the Virginia Polytechnic Institute.<span style="mso-spacerun: yes;"> </span>Women tend to do worse than men.<span style="mso-spacerun: yes;"> </span>Jonathon Roberts found that by exposing women to 3D video games, the gap between men and women disappear (Phillips).<span style="mso-spacerun: yes;"> </span>Video games which are made in a first-person perspective (they have to be in 3D) constantly test a person’s ability to perceive spatial rotation.<span style="mso-spacerun: yes;"> </span>James Rosser of <placename w:st="on">Beth</placename> <placename w:st="on">Israel</placename> <placename w:st="on">Medical</placename> <placetype w:st="on">Center</placetype> in <state w:st="on"><place w:st="on">New York</place></state> found that future surgeons benefit from their gaming experience (Phillips).<span style="mso-spacerun: yes;"> </span>Due to the intricate movements required for many video games, surgical skills should come naturally unless they were always bad at video games.<span style="mso-spacerun: yes;"> </span></div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0in 0pt; text-indent: 0.5in;">Video games have always had a big social aspect.<span style="mso-spacerun: yes;"> </span>One of the biggest changes in the social aspect is the rise in popularity of online multiplayer.<span style="mso-spacerun: yes;"> </span>You don’t have to go to your local arcade, which are practically extinct, or go to a friend’s house to play.<span style="mso-spacerun: yes;"> </span>According to Dr. Lawrence Kutner and Dr. Cheryl K. Olson, the social aspect of gaming is important, especially for boys.<span style="mso-spacerun: yes;"> </span>Video game social network like Xbox Live or PSN (PlayStation Network) have more resources for socializing than a child would normally have than just from school and playing outside.<span style="mso-spacerun: yes;"> </span>Video games also provide both boys and girls topics to socialize about.<span style="mso-spacerun: yes;"> </span>Since video games are so social, if children play them a lot in isolation, it can be used as an indicator of problems developing in the child (“Lessons We’ve Learned”).<span style="mso-spacerun: yes;"> </span>Researchers like Lucas and Sherry, and Messerly agree with Kutner and Olson.<span style="mso-spacerun: yes;"> </span>They believe that playing video games have a huge social factor since they require a lot of team work and getting to know each other.<span style="mso-spacerun: yes;"> </span>They believe that video games can be a social activity or at least be socially motivated (Barenthin & Puymbroeck). <span style="mso-spacerun: yes;"> </span>Whether talking about video games, playing with a friend or playing online, the social aspect in video games is essential for children to learn how to socialize and provide warning signs for potentially other issues a child might have.</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0in 0pt; text-indent: 0.5in;">Another benefit of playing video games is role-playing, the ability to assume the role of someone else in a different world with, possibly, similar or different set of morals than the player, depending on the flexibility of the game.<span style="mso-spacerun: yes;"> </span>According to James Gee, the author of <i style="mso-bidi-font-style: normal;">What Video Games Have to Teach Us About Learning and Literacy</i>, he calls role-playing “projective identity,” enabling the player to “experience the world from alternative perspectives.”<span style="mso-spacerun: yes;"> </span>Gee believes that identity should be projected on to the character through choices made in the game and game play rather than imposed on to.<span style="mso-spacerun: yes;"> </span>He takes the game Ethnic Cleansing by the Aryan Nation as an example.<span style="mso-spacerun: yes;"> </span>The game promotes a message of white supremacy.<span style="mso-spacerun: yes;"> </span>Instead of becoming racist bigots in real life, most players will think critically “about the roots of racism and reaffirm their own commitments to social justice rather than provoking race hatred” (Jenkins).<span style="mso-spacerun: yes;"> </span>A game like Ethnic Cleansing, after role-playing in the shoes of one of the characters, will only reinforce the beliefs that the gamers have towards racism.</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0in 0pt; text-indent: 0.5in;">Even though most popular video games are violent, it doesn’t mean that simple arcade games cannot frustrate people and make people angry.<span style="mso-spacerun: yes;"> </span>Hospitals like Children’s Hospital Boston have been using old arcade games like Space Invaders to help treat children with aggression.<span style="mso-spacerun: yes;"> </span>With the use of a heart rate monitor, they measured the child’s heart rate as they increased the difficulty of the game.<span style="mso-spacerun: yes;"> </span>They asked the players to control their heart rate with the increasing stress of the increasing difficulty.<span style="mso-spacerun: yes;"> </span>Exercises like this prepare children for stresses in the real world (<city w:st="on"><place w:st="on">Taylor</place></city>).<span style="mso-spacerun: yes;"> </span>This is one way for an already aggressive child to deal with it in a positive and constructive way.<span style="mso-spacerun: yes;"> </span>Similar games have been made or designed specifically for those with issues from divorce, physically disabilities, Asperger’s Syndrome and autism.</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0in 0pt; text-indent: 0.5in;">The opponents of video games do have a compelling case when they say violent video games are somehow connected to increased aggression.<span style="mso-spacerun: yes;"> </span>They believe it is, not just video games but the media in general.<span style="mso-spacerun: yes;"> </span>According to John Murray, a developmental psychologist from <place w:st="on"><placename w:st="on">Kansas</placename> <placetype w:st="on">States</placetype> <placetype w:st="on">University</placetype></place>, one of the editors of <i style="mso-bidi-font-style: normal;">Children and Television: Fifty Years of Research</i> and several government funded studies, society as a whole has gotten more violent do to modern media and that video games are worse because they are interactive (Phillips).<span style="mso-spacerun: yes;"> </span><city w:st="on"><place w:st="on">Murray</place></city> tends to ignore all the research on how the most beneficial part of video games, even violent ones, is its interactivity.<span style="mso-spacerun: yes;"> </span>You cannot interact with other forms of media, from books to T.V., like you can with video games.<span style="mso-spacerun: yes;"> </span><city w:st="on"><place w:st="on">Murray</place></city> goes on to defend his position by disregarding the organizations that sponsor the research that says otherwise without any real explanation.<span style="mso-spacerun: yes;"> </span><city w:st="on"><place w:st="on">Murray</place></city> also mentions sarcastically that instead of the ideal experiment “researchers have to rely on long-term surveys that don’t prove causality, and lab experiments that do not demonstrate long-term effects” (Phillips). <span style="mso-spacerun: yes;"> </span>Even after saying that their ideal experiment is impossible, researchers like <place w:st="on"><city w:st="on">Murray</city></place> still try to make links and theory based on substantial evidence.</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0in 0pt; text-indent: 0.5in;">Opponents of violent video games also tend to use outdated behavioral models to help identify a link between violent video games and increased aggression.<span style="mso-spacerun: yes;"> </span>According to David Grossman, a retired military psychologist and <place w:st="on">West Point</place> instructor says that violent video games teach violence to children the same way that military soldiers are trained.<span style="mso-spacerun: yes;"> </span>They learn how to kill effectively and then are rewarded by doing it well.<span style="mso-spacerun: yes;"> </span>Video games use operant conditioning to get the player to achieve what the game tells them to.<span style="mso-spacerun: yes;"> </span>Children are exposed to so much violence that they lose their ability to tell the difference between fantasy and reality.<span style="mso-spacerun: yes;"> </span>Grossman believes it was this conditioning that led to school shootings (Jenkins).<span style="mso-spacerun: yes;"> </span>It seems easy to agree with Grossman and this claim of cause-and-effect but behavioral methods like that have long been discredited.<span style="mso-spacerun: yes;"> </span>Grossman “assumes almost no conscious cognitive activity on the part of the gamers, who, in his view,” have little self-consciousness.<span style="mso-spacerun: yes;"> </span>He believes that games shape our entire personality regardless of the player’s own morals and experiences.<span style="mso-spacerun: yes;"> </span>With these two assumptions, he forms his opinion (Jenkins).<span style="mso-spacerun: yes;"> </span>The fact that gamers are living, feeling people with consciouses, disproves Grossman’s theory.<span style="mso-spacerun: yes;"> </span>Henry Jenkins, director of the Comparative Media Studies Program at Massachusetts Institute of Technology, </div><div class="MsoNormal" style="margin: 0in 1in 0pt; text-align: justify; text-justify: inter-ideograph;">Add to this the fact that video game players don't sit down at their consoles to learn a lesson. Their attention is even more fragmented; their goals are even more personal; they aren't going to be tested on what they learn. And they tend to dismiss anything they encounter in fantasy or entertainment that is not consistent with what they believe to be true about the real world. The military uses games as part of a specific curriculum with clearly defined goals, in a context where students actively want to learn and have a clear need for the information and skills being transmitted. Soldiers have signed up to defend their country with their lives, so there are clear consequences for not mastering those skills. Grossman's model only works if we assume that players are not capable of rational thought, ignore critical differences in how and why people play games, and remove training or education from any meaningful cultural context.</div><div class="MsoNormal" style="margin: 0in 1in 0pt; text-align: justify; text-justify: inter-ideograph;"><br />
</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0in 0pt;">Gamers have a different intention when they sit down to play a video game, violent or not, but in the end, they play to be entertained and engrossed by their virtual world, not to interpret it as real life military training.<span style="mso-spacerun: yes;"> </span>The video game that Grossman mentions in his theory is <country-region w:st="on"><place w:st="on">America</place></country-region>’s Army.<span style="mso-spacerun: yes;"> </span>It was released by the <country-region w:st="on"><place w:st="on">U.S.</place></country-region> military in 2004 to help with recruitment efforts.<span style="mso-spacerun: yes;"> </span>They had made the game to excite young people about joining the military.<span style="mso-spacerun: yes;"> </span>Instead of training real life killers as Grossman believes, The game wound up creating a venue for veterans and civilians to discuss the effect that war had on them (Jenkins).<span style="mso-spacerun: yes;"> </span>This is just one example of how a video game was created for a purpose and then evolved into something more important.</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0in 0pt; text-indent: 0.5in;">Can a researcher contradict himself? Even after countless studies trying to find a connection with violent video games and aggression there is no direct link but a weak association.<span style="mso-spacerun: yes;"> </span>Some of them would agree with Jeffrey Goldstein’s theory that there is no simple cause-and-effect with playing violent video games and aggression.<span style="mso-spacerun: yes;"> </span>According to research conducted by Anderson & Dill in 2000, the research they conducted showed that there is only an association between violent video games “but the mechanism underlying the association is not consistent across studies” (Barenthin & Puymbroeck).<span style="mso-spacerun: yes;"> </span>The most important aspect of research is the scientific method, meaning that if any other researcher conducts the same study the proper way SHOULD reproduce the same number or there was a mistake in one or both of the studies.<span style="mso-spacerun: yes;"> </span>The fact that these researchers come up with different data every time doesn’t make it conclusive.</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0in 0pt; text-indent: 0.5in;">It is one issue if lawmakers, educators and whoever thinks negatively about violent video games because of personal issues but it is another to force consumers/parents/children into their bias based on bad information.<span style="mso-spacerun: yes;"> </span>The claim that opponents say about violent video games is not founded on concrete data.<span style="mso-spacerun: yes;"> </span>Some researchers even say that the connection between violent video games and increased aggression is weak yet still try to draw negative conclusions from it.<span style="mso-spacerun: yes;"> </span>The only thing they mentioned that I agree with is how violent video games increase aggression in children that already have issues with aggression.<span style="mso-spacerun: yes;"> </span>If parents were to give violent video games to violent children, then that says something about the parents.<span style="mso-spacerun: yes;"> </span>There is just not enough good press for video games, violent or not, because they’ve always seemed to carry a reputation as a negative influence especially after all the school shootings.<span style="mso-spacerun: yes;"> </span>A closer look at the children who committed the school shootings reveals that they had anti-social, aggression and other psychological issues.<span style="mso-spacerun: yes;"> </span>There are many benefits from video games that if researchers spent as much time as they did trying to figure how it’s bad for you, they could have found out even more uses for video games.</div><span style="font-family: "Times New Roman", "serif"; font-size: 12pt; line-height: 200%; mso-ansi-language: EN-US; mso-bidi-language: AR-SA; mso-fareast-font-family: SimSun; mso-fareast-language: ZH-CN;"><br clear="all" style="page-break-before: always;" /></span><br />
<div align="center" class="MsoNormal" style="line-height: 200%; margin: 0in 0in 0pt; text-align: center;">Works Cited</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0in 0pt 0.5in; text-indent: -0.5in;">Barenthin, Jami, and Marieke Van Puymbroeck. "Research Update: The Joystick Generation." <u><span style="mso-bidi-font-style: italic;">Parks & Recreation</span></u> 41.8 (2006): 24-29. <u><span style="mso-bidi-font-style: italic;">Academic Search Complete</span>. EBSCO</u>. Web. 8 Oct. 2010. Print.</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0in 0pt 0.5in; text-indent: -0.5in;"><place w:st="on"><city w:st="on">Ferguson</city></place>, Christopher J., and John Kilburn. "Much <place w:st="on"><city w:st="on">Ado</city></place> About Nothing: The Misestimation and Overinterpretation of Violent Video Game Effects in Eastern and Western Nations: Comment on Anderson et al. (2010)." <u><span style="mso-bidi-font-style: italic;">Psychological Bulletin</span></u> 136.2 (2010): 174-178. <u><span style="mso-bidi-font-style: italic;">Academic Search Complete</span>. EBSCO.</u> Web. 8 Oct. 2010. Print.</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0in 0pt 0.5in; text-indent: -0.5in;">Huesmann, L. Rowell. "Nailing the Coffin Shut on Doubts That Violent Video Games Stimulate Aggression: Comment on Anderson et al. (2010)." <u><span style="mso-bidi-font-style: italic;">Psychological Bulletin</span></u> 136.2 (2010): 179-181. <u><span style="mso-bidi-font-style: italic;">Academic Search Complete</span>. EBSCO</u>. Web. 8 Oct. 2010. Print.</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0in 0pt 0.5in; text-indent: -0.5in;">Jenkins, Henry. "Make Meaning, Not War." <place w:st="on"><placename w:st="on"><u><span style="mso-bidi-font-style: italic;">Independent</span></u></placename><u><span style="mso-bidi-font-style: italic;"> <placetype w:st="on">School</placetype></span></u></place> 63.4 (2004): 38-48. <u><span style="mso-bidi-font-style: italic;">Academic Search Complete</span>. EBSCO</u>. Web. 8 Oct. 2010. Print.</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0in 0pt 0.5in; text-indent: -0.5in;">"Lessons We've Learned from Society." <u><span style="mso-bidi-font-style: italic;">Library Technology Reports</span></u> 45.5 (2009): 7-10. <u><span style="mso-bidi-font-style: italic;">Academic Search Complete</span>. EBSCO</u>. Web. 8 Oct. 2010. Print.</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0in 0pt 0.5in; text-indent: -0.5in;">McCormick, Patrick. "Moral Kombat." <place w:st="on"><country-region w:st="on"><u><span style="mso-bidi-font-style: italic;">U.S.</span></u></country-region></place><u><span style="mso-bidi-font-style: italic;"> Catholic</span></u> 74.4 (2009): 42-43. <u><span style="mso-bidi-font-style: italic;">Academic Search Complete</span>. EBSCO</u>. Web. 8 Oct. 2010. Print.</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0in 0pt 0.5in; text-indent: -0.5in;">Mitrofan, O., M. Paul, and N. Spencer. "Is Aggression in Children with Behavioural and Emotional Difficulties Associated with Television Viewing and Video Game Playing? A Systematic Review." <i>Child: </i><u><span style="mso-bidi-font-style: italic;">Care, Health & Development</span></u> 35.1 (2009): 5-15. <u><span style="mso-bidi-font-style: italic;">Academic Search Complete</span>. EBSCO</u>. Web. 8 Oct. 2010. Print.</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0in 0pt 0.5in; text-indent: -0.5in;">Muir, Hazel. "The Violent Games People Play." <u><span style="mso-bidi-font-style: italic;">New Scientist</span></u> 184.2470 (2004): 26. <u><span style="mso-bidi-font-style: italic;">Academic Search Complete</span>. EBSCO</u>. Web. 8 Oct. 2010. Print.</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0in 0pt 0.5in; text-indent: -0.5in;"><span class="medium-normal">Phillips, Helen. "Mind-Altering Media. (Cover story)." <u><span style="mso-bidi-font-style: italic;">New Scientist</span></u> 194.2600 (2007): 33-37. <u><span style="mso-bidi-font-style: italic;">Academic Search Complete</span>. EBSCO</u>. Web. 8 Oct. 2010. Print.</span></div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0in 0pt 0.5in; text-indent: -0.5in;">Porter, Guy, and Vladan Starcevic. "Are Violent Video Games Harmful?." <u><span style="mso-bidi-font-style: italic;">Australasian Psychiatry</span></u> 15.5 (2007): 422-426. <u><span style="mso-bidi-font-style: italic;">Academic Search Complete</span>. EBSCO</u>. Web. 8 Oct. 2010. Print.</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0in 0pt 0.5in; text-indent: -0.5in;">Taylor, Drew. "'Depraved' Videogames Get Serious." <street w:st="on"><address w:st="on"><u><span style="mso-bidi-font-style: italic;">Eureka Street</span></u></address></street> 19.23 (2009): 38-39. <u><span style="mso-bidi-font-style: italic;">Academic Search Complete</span>. EBSCO</u>. Web. 8 Oct. 2010. Print.</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0in 0pt 0.5in; text-indent: -0.5in;">Williams, Dmitri, and Marko Skoric. "Internet Fantasy Violence: A Test of Aggression in an Online Game." <u><span style="mso-bidi-font-style: italic;">Communication Monographs</span></u> 72.2 (2005): 217-233. <u><span style="mso-bidi-font-style: italic;">Academic Search Complete</span>. EBSCO</u>. Web. 8 Oct. 2010. Print.</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0in 0pt;"><br />
</div>Rodrigo E. Capurrohttp://www.blogger.com/profile/04770856549138243479noreply@blogger.com0tag:blogger.com,1999:blog-7941997837374591763.post-5707904764500952732010-11-29T13:21:00.000-08:002010-11-29T13:21:16.807-08:00Blog # ??? The Thanksgiving Thang! I forgot what number we're up to<!--[if gte mso 9]><xml> <w:WordDocument> <w:View>Normal</w:View> <w:Zoom>0</w:Zoom> <w:PunctuationKerning/> <w:ValidateAgainstSchemas/> <w:SaveIfXMLInvalid>false</w:SaveIfXMLInvalid> <w:IgnoreMixedContent>false</w:IgnoreMixedContent> <w:AlwaysShowPlaceholderText>false</w:AlwaysShowPlaceholderText> <w:Compatibility> <w:BreakWrappedTables/> <w:SnapToGridInCell/> <w:WrapTextWithPunct/> <w:UseAsianBreakRules/> <w:DontGrowAutofit/> <w:UseFELayout/> </w:Compatibility> <w:BrowserLevel>MicrosoftInternetExplorer4</w:BrowserLevel> </w:WordDocument> </xml><![endif]--><!--[if gte mso 9]><xml> <w:LatentStyles DefLockedState="false" LatentStyleCount="156"> </w:LatentStyles> </xml><![endif]--><!--[if gte mso 10]> <style>
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<div class="MsoNormal" style="line-height: 200%;">Rodrigo Capurro</div><div class="MsoNormal" style="line-height: 200%;">English 103</div><div class="MsoNormal" style="line-height: 200%;">Professor McCormick</div><div class="MsoNormal" style="line-height: 200%;">1 Dec 2010</div><div class="MsoNormal" style="line-height: 200%;"><span> </span>What am I thankful for, what am I thankful for? As I sat at the dinner table about to enjoy this year’s Thanksgiving feast, not only did I think about what I’m grateful for but what I tend to take advantage of. <span> </span>I know for a fact that my family will probably eat a good amount of the food and will have leftovers for days.<span> </span>But I wonder if other families do the same thing.<span> </span>Do they throw out the rest of the food or do they keep it or feed it to their animals?<span> </span>What if they donated it?<span> </span>It would almost seem like a waste because Thanksgiving is the biggest volunteer and “giving food to charity” day in the whole year.<span> </span>Would that contribution even help the homeless people considering they literally cannot eat anymore?<span> </span>They can’t store leftovers and shelters do not have the capacity to store all that food, canned or otherwise. <span> </span>The point of this rant is more like a message to everyone, don’t take for granted the little things you have and be extremely thankful for all of them.</div><div class="MsoNormal" style="line-height: 200%;"><span> </span>I hope everyone had a wonderful Thanksgiving with their families and if you worked earlier that day, enjoy the time and a half/double time.</div>Rodrigo E. Capurrohttp://www.blogger.com/profile/04770856549138243479noreply@blogger.com0tag:blogger.com,1999:blog-7941997837374591763.post-23136918081438288142010-11-16T10:05:00.001-08:002010-11-17T07:45:28.053-08:00Blog Numero Cuatro<div class="MsoNormal">Rodrigo Capurro</div><div class="MsoNormal">17 November 2010</div><div class="MsoNormal">Blog #4</div><div class="MsoNormal"><br />
</div><div class="MsoNormal"> Wriitng was never been one of my strong suits. I was always one of those kids that did well on the Math part of the statewide exams they gave back in elementary school. Last week when we had to grade a couple a papers that Eng 101 students, it was a little tough. I felt like you need patience when it comes to grading papers and an eye for detail. The attention to detail is not the hard part but the patience is. I’m not the most patient person. I have trouble just proof-reading my own work because it feels like I should be using my time for other tasks but since I’m a student; I obviously have to do it. So what I’m trying to say is I didn’t really enjoy grading/reviewing the Eng 101 papers because I do not have the patience for it. That gives me more respect for teachers/professors that can spend hours/days grading papers. They definitely have more patience than I do.</div><div class="MsoNormal"><br />
</div><div class="MsoNormal"> But that doesn’t mean I didn’t enjoy reading the personal stories that the Eng 101 students wrote. No one person’s life is the same as someone else’s especially when it came down to the topic of love and happiness. I really enjoyed the two different perspectives.</div>Rodrigo E. Capurrohttp://www.blogger.com/profile/04770856549138243479noreply@blogger.com0tag:blogger.com,1999:blog-7941997837374591763.post-8099719052236168452010-10-12T09:45:00.000-07:002010-10-12T09:45:18.902-07:00Blog #3 - Sample Intro/thesis aka The FatSpanishMan talks about one of his true loves<!--[if gte mso 9]><xml> <w:WordDocument> <w:View>Normal</w:View> <w:Zoom>0</w:Zoom> <w:PunctuationKerning/> <w:ValidateAgainstSchemas/> <w:SaveIfXMLInvalid>false</w:SaveIfXMLInvalid> <w:IgnoreMixedContent>false</w:IgnoreMixedContent> <w:AlwaysShowPlaceholderText>false</w:AlwaysShowPlaceholderText> <w:Compatibility> <w:BreakWrappedTables/> <w:SnapToGridInCell/> <w:WrapTextWithPunct/> <w:UseAsianBreakRules/> <w:DontGrowAutofit/> <w:UseFELayout/> </w:Compatibility> <w:BrowserLevel>MicrosoftInternetExplorer4</w:BrowserLevel> </w:WordDocument> </xml><![endif]--><!--[if gte mso 9]><xml> <w:LatentStyles DefLockedState="false" LatentStyleCount="156"> </w:LatentStyles> </xml><![endif]--><!--[if gte mso 10]> <style>
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<div class="MsoNormal">Blog #3 – Sample Intro/Thesis</div><div class="MsoNormal"><br />
</div><div class="MsoNormal" style="line-height: 200%;">The intro before the intro – After we were told that we had to write an argumentative research paper, I could not come up with a good one with my current topic.<span> </span>If you’ve read/seen my 2<sup>nd</sup> blog post, then you’ve noticed that I changed my topic.<span> </span>My new topic is to disprove that violent video games make children more aggressive but I’ll also argue that video games are beneficial to children in a variety of ways.</div><div class="MsoNormal" style="line-height: 200%;"><span> </span>Most educators, politicians, local media, parents, tutors, your neighbor and their mom will tell you that video games are bad for you; they’re violent, pointless and make children more violent because they try to imitate what they see.<span> </span>Research has been conducted to prove all of this to be true.<span> </span>But what if the research/researcher was biased when the research was conducted?<span> </span>When it comes to research, research methodology is everything.<span> </span>The researchers that tried to prove their theory that violent video games led to children being more aggressive and violent misinterpreted the results and made exaggerated results based on the available data.<span> </span>Past and current studies show that there is no connection with violent video games and aggression.<span> </span>It also shows that video games can be beneficial for children.</div>Rodrigo E. Capurrohttp://www.blogger.com/profile/04770856549138243479noreply@blogger.com1tag:blogger.com,1999:blog-7941997837374591763.post-556619916286751942010-10-08T19:02:00.001-07:002010-10-08T19:02:38.268-07:00Blog #2 - Annotated Bibliography<!--[if gte mso 9]><xml> <w:WordDocument> <w:View>Normal</w:View> <w:Zoom>0</w:Zoom> <w:PunctuationKerning/> <w:ValidateAgainstSchemas/> <w:SaveIfXMLInvalid>false</w:SaveIfXMLInvalid> <w:IgnoreMixedContent>false</w:IgnoreMixedContent> <w:AlwaysShowPlaceholderText>false</w:AlwaysShowPlaceholderText> <w:Compatibility> <w:BreakWrappedTables/> <w:SnapToGridInCell/> <w:WrapTextWithPunct/> <w:UseAsianBreakRules/> <w:DontGrowAutofit/> <w:UseFELayout/> </w:Compatibility> <w:BrowserLevel>MicrosoftInternetExplorer4</w:BrowserLevel> </w:WordDocument> </xml><![endif]--><!--[if gte mso 9]><xml> <w:LatentStyles DefLockedState="false" LatentStyleCount="156"> </w:LatentStyles> </xml><![endif]--><!--[if !mso]><img src="http://www.blogger.comhttp://img2.blogblog.com/img/video_object.png" style="background-color: #b2b2b2; " class="BLOGGER-object-element tr_noresize tr_placeholder" id="ieooui" data-original-id="ieooui" /> <style>
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<div align="center" class="MsoNormal" style="line-height: 200%; margin-left: 0.5in; text-align: center; text-indent: -0.5in;">Annotated Bibliography<span class="medium-normal"></span></div><div class="MsoNormal" style="line-height: 200%; margin-left: 0.5in; text-indent: -0.5in;">Barenthin, Jami, and Marieke Van Puymbroeck. "Research Update: The Joystick Generation." <u><span>Parks & Recreation</span></u> 41.8 (2006): 24-29. <u><span>Academic Search Complete</span>. EBSCO</u>. Web. 8 Oct. 2010. Print.</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0.5in 0.0001pt; text-align: justify;">This article shows positive and negative effects of violent and non-violent video games on adolescences, teenagers and undergraduate students.<span> </span>The negative effects are that violent video games can lead to increased aggression and social deficiencies in the subjects.<span> </span>The positive effects are enhanced problem solving skills and improved social skills.<span> </span>They offer advice to parents about how to regulate what and how much children/adolescences play.</div><div class="MsoNormal" style="line-height: 200%; margin-left: 0.5in; text-indent: -0.5in;">Ferguson, Christopher J., and John Kilburn. "Much Ado About Nothing: The Misestimation and Overinterpretation of Violent Video Game Effects in Eastern and Western Nations: Comment on Anderson et al. (2010)." <u><span>Psychological Bulletin</span></u> 136.2 (2010): 174-178. <u><span>Academic Search Complete</span>. EBSCO.</u> Web. 8 Oct. 2010. Print.</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0.5in 0.0001pt; text-align: justify;">This article directly refutes a paper that C.A. Anderson et al wrote.<span> </span>Ferguson and Kilburn argue that there is little evidence that violent video games lead to increased aggression.<span> </span>They state that their research methodology is flawed and their apparent use of biased studies drive their claim.</div><div class="MsoNormal" style="line-height: 200%; margin-left: 0.5in; text-indent: -0.5in;">Huesmann, L. Rowell. "Nailing the Coffin Shut on Doubts That Violent Video Games Stimulate Aggression: Comment on Anderson et al. (2010)." <u><span>Psychological Bulletin</span></u> 136.2 (2010): 179-181. <u><span>Academic Search Complete</span>. EBSCO</u>. Web. 8 Oct. 2010. Print.</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0.5in 0.0001pt; text-align: justify;">This article defends the claims that C.A. Anderson et al made during their meta-analysis of violent video games and aggression in adolescences and children.</div><div class="MsoNormal" style="line-height: 200%; margin-left: 0.5in; text-indent: -0.5in;">Jenkins, Henry. "Make Meaning, Not War." <u><span>Independent</span></u><u><span> School</span></u> 63.4 (2004): 38-48. <u><span>Academic Search Complete</span>. EBSCO</u>. Web. 8 Oct. 2010. Print.</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0.5in 0.0001pt; text-align: justify;">This article explains both sides of the video game argument with the help of two different models of learning from David Grossman and humanistic researchers.<span> </span>He also mentions what educators can do to use violent and non-violent video games to teach children.</div><div class="MsoNormal" style="line-height: 200%; margin-left: 0.5in; text-indent: -0.5in;">"Lessons We've Learned from Society." <u><span>Library Technology Reports</span></u> 45.5 (2009): 7-10. <u><span>Academic Search Complete</span>. EBSCO</u>. Web. 8 Oct. 2010. Print.</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0.5in 0.0001pt; text-align: justify;">In this article, they mention how the largest study showed that the link between video games and violent behavior is minimal.<span> </span>It also shows that video games can help shape children’s social skills and problem-solving.</div><div class="MsoNormal" style="line-height: 200%; margin-left: 0.5in; text-indent: -0.5in;">McCormick, Patrick. "Moral Kombat." <u><span>U.S.</span></u><u><span> Catholic</span></u> 74.4 (2009): 42-43. <u><span>Academic Search Complete</span>. EBSCO</u>. Web. 8 Oct. 2010. Print.</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0.5in 0.0001pt; text-align: justify;">In this article, McCormick argues that video games are fun, challenging, help build problem-solving skills and are engaged in active critical thinking. There is also a good Jesus reference.</div><div class="MsoNormal" style="line-height: 200%; margin-left: 0.5in; text-indent: -0.5in;">Mitrofan, O., M. Paul, and N. Spencer. "Is Aggression in Children with Behavioural and Emotional Difficulties Associated with Television Viewing and Video Game Playing? A Systematic Review." <i>Child: </i><u><span>Care, Health & Development</span></u> 35.1 (2009): 5-15. <u><span>Academic Search Complete</span>. EBSCO</u>. Web. 8 Oct. 2010. Print.</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0.5in 0.0001pt; text-align: justify;">In this article, the authors discuss 12 studies about the link with increased aggression with violent video games and television.<span> </span>The results were mixed.</div><div class="MsoNormal" style="line-height: 200%; margin-left: 0.5in; text-indent: -0.5in;">Muir, Hazel. "The Violent Games People Play." <u><span>New Scientist</span></u> 184.2470 (2004): 26. <u><span>Academic Search Complete</span>. EBSCO</u>. Web. 8 Oct. 2010. Print.</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0.5in 0.0001pt; text-align: justify;">In this article, Hazel agrees in part that violent video games increase aggression in children but does not agree with their research methodology.<span> </span>He says it’s not cause and effect; aggressive children tend to play violent video games.</div><div class="MsoNormal" style="line-height: 200%; margin-left: 0.5in; text-indent: -0.5in;"><span class="medium-normal">Phillips, Helen. "Mind-Altering Media. (Cover story)." <u><span>New Scientist</span></u> 194.2600 (2007): 33-37. <u><span>Academic Search Complete</span>. EBSCO</u>. Web. 8 Oct. 2010. Print.</span></div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0.5in 0.0001pt; text-align: justify;">In this article, Phillips explains that the negative of violent video games outweighs the benefits but points out that the way researcher gather information is wrong.<span> </span>She also believes the parents should be more involved with what children watch and play.</div><div class="MsoNormal" style="line-height: 200%; margin-left: 0.5in; text-indent: -0.5in;">Porter, Guy, and Vladan Starcevic. "Are Violent Video Games Harmful?." <u><span>Australasian Psychiatry</span></u> 15.5 (2007): 422-426. <u><span>Academic Search Complete</span>. EBSCO</u>. Web. 8 Oct. 2010. Print.</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0.5in 0.0001pt; text-align: justify;">In this article, the authors argues that the research methodology used to measure violent video games and aggression cannot measure probably that correlation.<span> </span>They also say that children with violent tendencies and history of aggression should not be exposed to violent video games.</div><div class="MsoNormal" style="line-height: 200%; margin-left: 0.5in; text-indent: -0.5in;">Taylor, Drew. "'Depraved' Videogames Get Serious." <u><span>Eureka Street</span></u> 19.23 (2009): 38-39. <u><span>Academic Search Complete</span>. EBSCO</u>. Web. 8 Oct. 2010. Print.</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0.5in 0.0001pt; text-align: justify;">In this article, the author mentions positive aspects of video games in society and some of the philanthropic things that companies participate in.</div><div class="MsoNormal" style="line-height: 200%; margin-left: 0.5in; text-indent: -0.5in;">Williams, Dmitri, and Marko Skoric. "Internet Fantasy Violence: A Test of Aggression in an Online Game." <u><span>Communication Monographs</span></u> 72.2 (2005): 217-233. <u><span>Academic Search Complete</span>. EBSCO</u>. Web. 8 Oct. 2010. Print.</div><div class="MsoNormal" style="line-height: 200%; margin: 0in 0.5in 0.0001pt; text-align: justify;">In this article, the authors conduct a study with a control group to see if violent online gaming leads to increased aggression in the real word.</div>Rodrigo E. Capurrohttp://www.blogger.com/profile/04770856549138243479noreply@blogger.com1tag:blogger.com,1999:blog-7941997837374591763.post-12298821710170197962010-09-27T12:49:00.000-07:002010-09-27T13:21:12.995-07:00Blog #1 - Research Paper Topic<div class="MsoNormal" style="text-indent: 0.5in;">First, I’d like to start off with a disclaimer about my first post. On September 24, I had surgery to remove my gal bladder. Since then, I’ve been on an, um, interesting drug cocktail of painkillers and antibiotics. So if anything I post seems a little disorganized or is confusing, I apologize as I find it a little difficult to clearly express and organize my ideas, even on paper. With that out of the way, I get to the main point of this first blog post, my topic on the research paper.</div><div class="MsoNormal" style="text-indent: 0.5in;">I have only written one paper since I’ve been at LaGuardia Community College and I do not feel like adding more to that paper since I had a hard time finding sources for it. The only other class I’m taking is SCB 203 – Human Anatomy & Physiology I and I really do not feel like writing a paper about anything in that class. So hopefully Professor <span class="fn">McCormick will allow me to pick a subject that I’ve always enjoyed. I’ve always been a weapon enthusiast, from medieval weaponry, modern weaponry to weapons on the Military Channel that are in the experimental phase. I’m not a sociopath who enjoys violence and people killing other people but I have always just found it fascinating.</span></div><div class="MsoNormal" style="text-indent: 0.5in;">As many of you have studied American history, you know that the United States has been involved in many wars; including wars were the United States of America was not the United States. Since the Revolutionary War, there has been one company that has been instrumental in the success of these major engagements and that company was the Springfield Armory. The Springfield Armory has outfitted all the U.S Armed Forces with small arms (a military term used for infantry weapons that an individual soldier and carry and fire) from 1794 to 1968. This paper is intended to show the major contributions that the Springfield Armory had to the U.S. Armed Forces and how they revolutionized small arms.<br />
As for sources, most of them will come from databases and books about each individual war so I can get the most information possible since most of them do not talk much about weaponry. My biggest source will hopefully be a trip to the Springfield Armory historical site which is located in Springfield, Massachusetts.</div>Rodrigo E. Capurrohttp://www.blogger.com/profile/04770856549138243479noreply@blogger.com3