Annotated+Bibliography


 * 1.**
 * Whittemore, Nathaniel. "Using Video Games to Change the World." //Social//**
 * //Entrepreneurship//. Change.Org, Fall 2010. Web. 28 Sept. 2010.**
 * .**

Nathaniel Whittemore is a consistent writer for change.org. Nathaniel is the founder of Assetmap, a San Francisco-based company that builds web tools to help people better visualize and leverage their social capital.
 * Authors Credential's**

The purpose of the work is to show how games can be changed or created to serve and enhance the non-virtual world in.
 * Scope and Purpose of the Work**

The intended audience is anyone looking for a brief understanding of how games can change reality.
 * Intended Audience**

The authors thesis is how video games can be used to change the world in a positive way. The author claims that games can be used not only to change the online world but the real world, there are millions of people online that are a untapped potential.
 * Summary**

The work is very logical, it is to the point and very well researched and archived. The topic has been very adequately addressed, it states the facts and gives a example of how it would be implemented to the online community.
 * Evaluation**

This source gave me a example to build my research project further and have a example of other people thinking in the same field as I am with this project
 * Reflection**


 * 2.**
 * McGonicgal, Jane. "Reality is broken, Games can Fix it" //AdvantGame//. Fall 2010 . Web. Sep. 30. 2010**
 * **

The speaker is a game designer based in San Fransisco who's main focus is to create online games that promote changes in real life environments rather than online environments. She is focused on changing the world with games.
 * Authors Credential's**

She is focused on promoting the creation of video games to benefit people in the real world or teach good habits.
 * Scope and purpose of the work**

The intended audience is both people that have little to no knowledge about the matter as well as video game designers that want to help the world with their work.
 * Intended Audience**

The purpose of the presentation is to inform people that video games can benefit real world situations, That gamers are an unused human resource with billions of potential people to work. The presentation also educates people on the drive that gamers have as well as some of the psychological things that gamers experience..
 * Summary**

The speaker is well known, highly established position in her work field and has had experence with producing games that change someones habits in real life. She seemed to be a little to comical in her presentation and it came across a little immature, but none the less her ideas and work is very convincing.
 * Evaluation**

Jane, McGonicgal is a very good person to base my research with, she has a similar outlook to how games can be used to benefit people positivity. I will most likely contact her to ask her some brief questions.
 * Reflection**


 * 3.**
 * Gallagher, Richard, Ph.D. (2006). The effects of video game violence on physiological**
 * desensitization to real-life violence. Journal of Experimental Social Psychology, July 2006 (on-line edition).**
 * []**

Richard Gallagher had a Ph.D in psychology and he studies the effects of addiction and how children are influenced by things like Television, movies and more recently video games because they are becoming so present in most children's lives now,
 * Authors Credentials**

Anderson's article is about video games and their pro's and con's, and if the benefits of gaming outweigh the negative effects. Anderson is simply looking at differences between playing and not playing.
 * Scope and Purpose of the work**

The audience for this article is anyone interested in the field really, he simply weighs the pros and cons of video games and if kids are learning more good than bad.
 * Intended Audience**

The purpose of this article is to examine the effects of video games on kids. It looks at how kids are effected by them in both positive and negative ways. He is explaining that children who spend to much time playing video games have issues but when the amount of time spent playing is limited children show many improvements from increased motor skills to increased social skills.
 * Summary**

I think that Gallagher is correct in what he observed, children who play too much have issues such as violence and aggression. The article shows both sides of the story however and explains how video games when limited are beneficial in multiple ways, its just up to the player and parents to limit time respectively. A very properly written compare and contrast article.
 * Evaluation**

Dr. Gallagher is a child and adolescent psychologist and nationally-recognized expert in his field of research. His research is very important for me to look into because if someone spends to much time playing games issues arise so It may not be a suitable source for education but perhaps other things.
 * Reflection**

**4.** **Peng, Wei.** "Is Playing Games All Bad?Positive Effects of Computer and Video Games in Learning"  **//Paper presented at//** **//the annual meeting of the International Communication Association, New Orleans Sheraton, New Orleans, LA//****,** **May 27, 2004****.** **2009-05-26** **<****http://www.allacademic.com/meta/p113328_index.html****>**

**Authors Credentials** Mrs. Peng's credentials are not readily available however the people she used as references in her paper are all established experts in their field. I will add anything if I find more.

This paper was presented as a speech at the annual meeting of the International Communication Association and what was presented was evidence from multiple tests and examinations from multiple professionals about how people can learn vast amounts of information in a short amount of time. It was a very indepth speech and Had many references and examples of studies.
 * Scope and Purpose of Work**

The audience for this however was meant to be a select group of people could be read and understood by anyone. The speech is written with astonishing detail and explains multiple situations that people are learning at a excelled rate while playing games.
 * Intended Audience**

The purpose of this speech was to inform professionals that video games when monitored correctly and played sparingly can be used to enhance someones understanding of almost anything. This speech could be the basis in which my project is formed on, it has multiple examples of which I can use to show how video games are helping.
 * Summary**

I think that although Peng's credentials are difficult to find, the research and references mentioned in the speech are all very much relevant to my project and if I must I can look further into the specifics. This speech is a gold mine of experiments and examples of beneficial effects from video games.
 * Evaluation**

The speech explains 90% of what my project will be based on, it has countless examples of situations in which games are beneficial. The references of the speech are also very important because I can look into each one further to find more information about this topic.
 * Reflection**

Timothy Rudon is a writer for "freeonlinegames", and from personal experience as well as observations he has written basic knowledge about how games can help someone with issues and also help teach someone how to interact better with another person as well as adaptability. He seems to be a established writer but there isn't much information on him.
 * 5.**
 * Authors Credentials**

Timothy is essentially giving a brief description of what he and other people have observed as effects of video games. It seems as if Timothy observed these things first hand and briefly elaborated on them.
 * Scope and Purpose of Work **

without any doubt this was intended for gamers and the general public, he is very brief in his descriptions yet makes his point very strong games are not all bad, they help in many situations. He also wrote this for anyone interested in the matter, it explains simply yet strongly his ideas and what other people have observed and how people use video games for more than entertainment.
 * Intended Audience**

This article although short and to the point gives a brief understanding of how video games help with more than just learning they can be used in any number of situations, from a mild pain med to increased social and teamwork skills. Although short in length it truthfully gives a understanding to the facts. I will most likely use this article as a opening statement or introduction.
 * Summary**

Timothy although hard to find information about has positive reviews from multiple websites and has many followers in his ideas, he has first hand experience with the effects of games because he himself is a gamer and uses his own situations as a base for many of his ideas. This is a good source for my work because it will be a place for me to base a introduction of brief summary of what and why gaming is good.
 * Evaluation**

Sara Corbet is a well known author of various articles, she is well written and has many published pieces that have been the center of many conversations among various organizations and groups.
 * 6.**
 * Authors Credentials**

The scope of this work is undoubtably to give a specific and personal opinion and example of someone who had been using video games in the learning environment and explaining his experience and outcome of how his students were learning compared to the learning patterns of a normal school student.
 * Scope and Purpose of Work**

The audience appears to be aimed at people wanting to gain a more specific example of how their class or school might alter if they implemented video games in their classroom or school. It was intended to educate about how video games in real world situations are changing the classroom.
 * Intended Audience**

The article was written well and it explains how a teacher in New York has been using video games in his classroom for years and how his students were learning differently but still learning. It also explains what the effects would be in teachers "gave up" and left everything to videogames, and how students will learn on their own if given a task to complete.
 * Summary**

I hope to use this article because it shows a specific example of how a teacher has used games to teach, and has also completly stopped teaching and allowed his students to lean on their own without his guidance or help and the outcome is very promising but still has many issues that need to be fixed or changed.
 * Evaluation**


 * 7.**

**Authors Credentials** Jeffery. R. Young is a well known journalist who has written several articles and published 2 books on teaching and learning in the U.S. schooling system and how things could be changed for the better. He has a very strong background in science and uses many examples as well as experiements to back up or break down his ideas.

**Scope and Purpose of Work** To explain to the teaching community that games are not all bad and that children who do play games in school are much more capabel students and because of this work even harder to attempt to beat there own personal "records". So games are really a way for a student rather than competing among their peers, they compete against themselves so there is less stress in social groups.

**Intended Audience** The teaching community because the article explains how children learn through playing and a video game is playing just not pysically, yet the same things are learned in areas like problem solving and thought process. Teachers could look at this and see how games used for learning could be the same if not better than a lecture or any other form of teaching, yet students would enjoy it because its still a "game.

**Summary** This article explains hows teachers could and do use games in the classroom to teach students how to face problems and issues as either a group building activity where students are given a situation based on what the textbook says but visualized so the student isnt responsible for producing a image the game does, the student merely explores that image through the game.

**Evaluation** This article has a very different outlook on games from the rest of the sources, it explains hows games if used to produce a story and a picture instantly grab the players attention and immerse them in a game where they can mold and explore things to their own wishes, yet still learn how or why things happened because the games are designed off of a textbook or a history lesson or even something like a play that is turned into a movie.

**8.**

**Authors Credentials** Blaine Kyllo is a reporter for CBC, hes been working for them for several years and has interviewed countless people on various topics. His background is a bit difficult to find, but from what i've read on different sites and well as his articles and interviews he is a established author.

**Scope and Purpose of Work** The purpose of this is how a college professor is using games in his circular to show unliniar story telling and cross gender roles (what would differ if the main character was male or female) and how students can explore different things to effect the outcome of the game and see how a story can change off one detail that is altered.

**Intended Audience** With out a doubt college students and professors alike because the fields in which these games are used are all college courses looking at how the story line of a game can be used to teach differences between a conventional story or story fragment and how things can be altered to effect the outcome of the game. So students and teachers alike looking for a different way of conveying a idea or point.

**Summary** The article is about more than a college proffessor using "Mass Effect" to teach storyline but it shows how a game can be broken down similar to a book because in basis they are the same; A story. And because of this students can enjoy a game while still learning how to break down a story and attempt to understand what is creator was intended in certain situations.

**Evaluation** I LOVE the way that games are portrayed in this article, they are stories and if we break down books because of their story who says we cant with games. Its a very interesting way of explaining games are simply visualized and interactive books so they can be put through the same tasks that we hold books to.

**9.**

**Authors Credentials** Max Liberman is a author for "Currents in Electronics" and his credentials are spotty so theres no real way of finding out what his background is. However from the 3 articles if briefly looked through in addition this this one he seems to be well known with most of his work being views positively.

**Scope and Purpose of Work** The scope of this work is giving 4 solid and well explained and justified ways to teach with video games, and it explains in detail for every one of the 4 ways and why and how children are learning from this situation. It is purpose driven to show that games can be used as a learning tool and how students would be effected if games were implemented in learning.

**Intended Audience** This is for anyone who has a interest in different forms of learning and it without a doubt shows how games can help a student develop his or her skills. It has a generalized and well explained version of how games are learning tools even when they are not designed to. It shows how people learn even when they dont intend on learning.

**Summary** The sum of this piece is that games can be used in multiple environments and although they are adaptable to fit almost any situation. Games are used in multiple situations and forms and without a doubt can be used replaced things from books to even certain teachers, however its explains that in some situations valuable things are lost when games are used.

**Evaluation** This uses a very simplistic compare and contrast method to show how people can use games to teach and how if games are used as learning tools. Its a basic understanding with well explained examples of how games effect someone's learning process.

**10.** **Authors Credentials** Its a collaboration of work from a series of authors.

**Scope and Purpose of Work** The purpose of the work is show how many people are interested in this field and it shows that people are truly begining to think of games not only as entertainment but as a form of teaching. Its a group project of how games effect people in todays teaching and learning communities games that are meant to be entertainment are still teaching.

**Intended Audience** Its intended for people that are masters of their field and are looking for the next frontier or work and development. So it is intended for anyone who seeks to change the field and process behind learning because it hasn't been changed so radically since the invention of public learning.

**Summary** A group in New York meets every year to discuss where the future of a certain topic is. In this case learning. So the group agreed almost unanimously agreed that games are not what we portray them to be "brain melters" and that people can use games to learn either intentially and not on purpose.

**Evaluation** I think that I may use this paper but most likely will not just due to the fact that It would be hard to base a well formed idea off of this. However its nice to see that people are showing interest in this field at the highest tier of teaching.