Anderson, C. A., and B. J. Bushman. "Effects Of Violent Video Games On Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, And Prosocial Behavior: A Meta-Analytic Review Of The Scientific Literature". Psychological Science 12.5 (2001): 353-359.
This scholarly source provides information on the effects of violent video games and their roles in priming aggressive behavior, thoughts, and feelings in its players, especially in young adults and children. The journal article written by reputable scientists with specializations in the field of human psychology delve deep into scientific research on the phenomenon. With well-researched background information and statistics coupled with independent scientific experiments, this source impeccably exceeds the academic's expectations in terms of reliable information. The conclusions reached in the article stem mostly from scientific studies conducted through both experimental and non-experimental fashions. This source is valuable in the sense that it provides a strong case for the argument that video games are detrimental to one's psychological health. It falls short, however, in terms of its occasional reliance on conclusions from previous research, which makes evaluation of facts quite difficult.
Tverdohleb, Darlene. "New Study Links Violent Video Games To Agression". Science Times. N.p., 2015. Web. 16 Apr. 2016.
This article is a popular source providing analysis and explanation of an APA study linking video games to aggressive behavior. This source provides a great summary on the study mentioned in the article and draws implications from said study to present a clear analysis and argument. This source was proven valuable as it was not written from a one-sided perspective. Rather, it includes testimony from another reputable source refuting the claims of the article, which eliminates any possibility of bias. The limitations however are the obvious omissions made from the study's findings in order to keep the article concise. These omissions prevent the full context from being understood.
Markey, Patrick M., Charlotte N. Markey, and Juliana E. French. "Violent Video Games And Real-World Violence: Rhetoric Versus Data.". Psychology of Popular Media Culture 4.4 (2015): 277-295.
This scholarly source providing scientific, objective analysis of previous research into video games and aggression/violence. Additionally, it conducts statistical and scientific study of it's own, taking statistics from two different statistical databases and drawing analysis and conclusion from the data to argue that video games have no links to aggression or violence. The value of this source is that it makes use of previous research and actively corrects any inaccurate findings, increasing the validity of the article. In addition, a scientific study was conducted to build upon the previous research to provide clearer answers than ever possible. As with all sources relying on previous research, it fails to present evaluation of facts accurately due to reliance on past research.
Terzi, Matt. "No, Video Games Do Not Cause Violence". Reverbpress.com. N.p., 2015. Web. 16 Apr. 2016.
This popular source is an article written by an essayist and satirist on his account for why video games do not cause violence. He makes use of logic, personal experience, and occasional hyperlinks to present his case for why video games have no proven effect on violence. The value of this article is that it establishes strong ethos, increasing it's overall reliability. The obvious limitation is that it is written from a subjective perspective and represents the opinion of one man, which makes sources such as these undesirable by a vast majority of academics.
Uribe-Jongbloed, Enrique, Tobias M. Scholz, and Hernán David Espinosa-Medina. "The Joy Of The Easter Egg And The Pain Of Numb Hands: The Augmentation And Limitation Of Reality Through Video Games". Palabra Clave - Revista de Comunicación 18.4 (2015): 1165-1195.
This scholarly source is a journal dealing with video games' effects on reality through a thorough analysis of it's various physiological and psychological effects and how it can be simultaneously beneficial and harmful to the human. This particular source was valuable in the sense that it provides an organized breakdown of effects from video games and goes out of its way to present the evidence necessary to support each effect. The limitation is that the source relies on past research which does not allow for proper representation of the research used to support many of the claims in the journal.
Granic, Isabela. "Video Games Play May Provide Learning, Health, Social Benefits, Review Finds". Apa.org. N.p., 2013. Web. 16 Apr. 2016.
This popular source is an article written by a top researcher for the American Psychological Association (APA) regarding purely positive and therapeutic effects of video games. It does an excellent job highlighting all the positive effects and providing ample evidence to support the findings. The value of this source is that it was written in a scientific and objective manner despite not being a scholarly source, increasing its value as a credible source. The limitation is that it is one sided and does not present other arguments and/or evidence to refute any of the findings.