top of page
  • Writer's pictureJustyn Leverett

Annotated Bibliography

Justyn Leveret

Prof Wenzel

ENC 2135

25 July 2019


Annotated Bibliography


Breland, Luke. “Contextualization Cues and Teamwork in Online Video Game

Gameplay Discourse.” UFDC Home - All Collection Groups, ufdc.ufl.edu/UFE0045111/00001.


In this study written by Luke Breland he describes the way the online team gaming discourse helps to develop an individual. The games focused on were first person shooters and the population used was a wide array of different individuals from different backgrounds. This study tries to apply the interactional sociolinguistics paradigm, specifically the communication of competitive gamers when they use “callouts.” Callouts are the ways in which competitive gamers can keep each other in the loop about what is specifically happening to them at that moment. Gaming helps to build relationships and lifelong bonds and through competitive gaming these people learn to work very well with one another. Social skills are largely put into play here and may be developed by those in which may not have been able to, growing up in the real world. Teen development is crucial to one’s life and gaming has shown to be a source of impact for teens and their behaviors.


Chun-Wang Wei, et al. “The Effects of Competitive Gaming Scenarios and Personalized Assistance Strategies on English Vocabulary Learning.” Journal of Educational Technology & Society, vol. 21, no. 3, July 2018, pp. 146–158. EBSCOhost, search.ebscohost.com/login.aspx?direct=true&db=a9h&AN=130867681&site=ehost-live.


This source is about the way that humans develop a sense of language and the way that reciting information can help one to learn. This article also argues for competitive gaming, saying that it may reduce anxiety and may enhance the learning of certain material. The study that was conducted showed that during a competitive gaming scenario, students retained vocabulary and overall learned more than those not playing competitive video games. The outcome of the study was to take both the experimental group and the control group and record their learning outcome, anxiety state, and immersion state. By doing this, researchers were able to find that the contenders anxiety levels and amount of information retained was better than that of the noncompetitive participants.


“Fau.digital.flvc.org.” IN DEFENSE OF VIDEO GAMES: A REVIEW OF PSYCHOLOGICAL LITERATURE, fau.digital.flvc.org/islandora/object/fau:41294.


This writing is about the psychological side of gaming. The paper argues both for and against gaming and describes some of the effects that it may have on the brain. The common confusion is that violent games are unhealthy for you mentally, but this paper does a great job of giving this claim a run for its money. This will benefit my paper because it shows that psychologically competitive gaming is not harmful for us and if anything, it helps us to expand our cognitive abilities. Gaming utilizes teamwork and there are parts of our brain that become ignited when faced with playing as part of a team. Even though there are negative side effects to gaming and killing people on shooting games, there are also large benefits and things that players may take away from gaming and use in their every-day lives. Overall gaming is something for everyone to enjoy and everyone who plays may benefit.


Ford, Jake. Personal interview. 18 July 2019


I met personally with Jake to speak about Esports at FSU. This is the community my paper is on and Jake was one the groups founders about one year ago. Jake, along with Eisa Khwaja and Jesse Peek, had a vision for Esports at FSU. Until 2018 there was no competitive gaming scene here on campus. This group of people with a passion for gaming all came together to create a place for upper level gamers to come together and play under the same organization. Jake is receiving his bachelors in sports management and is an ideal candidate to run an esports organization. Upon asking him what his goals in life were, I found out that he plans on running an Esports organization at some point. He gave me some statistics about gaming and where it is moving toward in the approaching years and I plan on using this information in my paper.


McGloin, Rory, et al. “The Social Implications of Casual Online Gaming: Examining the Effects of Competitive Setting and Performance Outcome on Player Perceptions.” Computers in Human Behavior, vol. 59, June 2016, pp. 173–181. EBSCOhost, doi:10.1016/j.chb.2016.02.022.


This source talks about competitive gaming versus casual gaming and the differences between the interpersonal skills and the competence of each of the individuals. The study found that people generally play in a competitive or cooperative setting. Cooperative settings are more casual and tend to be more fun and relaxing, according to the participants in the study. This source can be beneficial for my paper because I think that I would like to tap into the topic of how sometimes not being competitive in a game setting can be better because there are not many pressures of winning and the end results of each game. In my paper I plan to specifically talk about the fortnite team here at FSU Esports. Fortnite is an extremely competitive game and the players must exhibit very strong team skills. Therefore, this source will help me show that competitive gaming is different that casual gaming in many senses. The main difference just being the amount of teamwork required for each.


PIERCE, DENNIS. “How COMPETITIVE GAMING Can SUPPORT POWERFUL LEARNING.” T H E Journal, vol. 46, no. 2, Mar. 2019, pp. 4–8. EBSCOhost, search.ebscohost.com/login.aspx?direct=true&db=a9h&AN=136251964&site=ehost-live.


This article written by Dennis Pierce will help me prove the positive effects of gaming on one’s mind. This article focuses on 16- and 17-year old’s whose intellectuality is changing every day, and who are not viewed as old enough to play at professional levels. This group of teenagers formed a team for a competitive game known as rocket league and they competed at high level competitions for money. To make it to these tournaments it takes hard work and dedication, which are two of the traits playing competitive games have show to provide. Without a dream nothing is possible, but with a dream and six individuals that want to be the best, something amazing can happen.


Zalaznick, Matt. “Esports Students Develop Healthier Tech Habits.” District Administration, vol. 55, no. 1, Jan. 2019, p. 20. EBSCOhost, search.ebscohost.com/login.aspx?direct=true&db=a9h&AN=133903442&site=ehost-live.


This source was written about a group of high-school kids who took an Esports class at their school. Upon taking the class, all the students raised both their GPA and attendance at school for the year. The kids also played less games at home as a result, and they became more aware of what competitive games can do for someone. The fact of the matter that Zalaznick appears to want to get by to the reader is that video games help to improve the aspects of an individual. With reward in place, students can excel in life with flying colors and this is the main idea they want to get across.

1 view0 comments

Recent Posts

See All

Research Paper Final Draft

Justyn Leveret Instructor Wenzel ENC 2135 25 July 2019 Students and Competitive Gaming My research consisted of looking for any information I could find on competitive gaming and college students. At

Community Profile

Esports at Florida State University The main goal of the Esports at Florida State University is to give a foundation to the schools competitive gaming teams. The current iteration of the club was offi

bottom of page