Video games and violence
09/24/2015
research proposal:
Video games were first discovered in the early 1970s, and so far they have gone great development in terms of technological advancements through systems like the Sony PlayStation, which has made these games and graphics more realistic. These realistic graphics in video games attract a lot of people to play them, especially young people. Violent video games are one of the most played games in the world (Anderson & Bushman, 2001). Many researchers and politicians have decided that violent video games cause aggressive and violent behaviors. It is evident that over the few years, the level of violence in video games has risen drastically. It has led to concern for the type of effects that they may cause to the young people who play them. Many have linked the school shootings to very avid games who chose very dark and violent games. Graphics in the games have also become more lifelike which has increased the interest of the players. Due to these, there is a deep relationship between violent behavior and violent video games.
Nowadays, there have been video games ratings that rate the contents of the games. The purpose of this evaluation is to give the public a sign of the nature of the content in the game. However, children have had access to games of a higher rating with permission from their parents, or behind their backs. In my research, there is dependence on the point of violent games having a role in aggressive and violent behaviour. Doing this research is Important for me, because I spend most of my spare time playing violent video games. It would be a great knowledge doing this research for personal reasons
In the research, the independent variable will include the amount of time spent playing games, and the age of the child. The very key dependent variable will be the perception of the teenagers who are involved in playing the violent games. The perception will be dependent on the time the games are played and the age of the gamer.
Most of the literature on video games violence is concerned with how these video games affect an individual aggressive tendency. Diane in an article focus on the causes of a teenager violence. She presents an idea that the kids exposed to more time on video games have a tendency to behave violently. Vessey and Lee conducted a research on violence and the media. In their results, it is clear that video games are dangerous because they involve a lot of interaction while playing them. There study focused on how video games and other media outlets cause an increase in aggression in the young people. Dominic, Lin, Lepper, and Fling did studies that contributed to the idea that violent video games are a cause of aggression and violence.
Research on the effects of violent video games is very extensive. However, there has been little knowledge of how the perception of a child changes due to exposure to violent video games. The study proposed here be done would give a focus on changes in the perception of children who have never played any violent game before. Through these, there will be some insight into differences in perception of children after being exposed to violent video games.
The way for this study is a survey plan. It is because it will allow the members to act in their usual routine without being influenced by a laboratory mood. Subjects will be school aged children from age 13 to 18.
In this proposal, there is a high possible to provide a different insight into the problems of video games and aggression. This proposed research will provide a slightly but important angle to the amount of research that has been carried out in the field. Although there are some constraints to this study, there is a potential to come up with new research issues. It will also be possible to come up with new research in the field of violence and aggression about violence in video games.
annotated bibliography:
Anderson, C A and B J Bushman. “Effects of violent video games on aggressive behaviour, aggressive cognition, aggressive affect, physiological behavour: A metaanalytic review of the scientific literature.” psychological science (2001): 12(5), 353-359.
This journal article is based on the fact that exposure to television and violence in movies is a tendency to violence and aggression. Based on that fact, Craig and Anderson hold the idea that violent video games will also lead to aggression and violence to players. Through a vast research and a meta-analytic review of the video-games research literature, there is evidence that violence in video games is a cause of aggression and violence.
Experiments and non experiments studies in this journal in laboratory and field support that there is influence on violent video games. Analyses shows that exposure to violent video games increases aggressive related thoughts and physiological arousal. There is also the evidence that playing video games decreases the prosocial behaviour. Andersons and Craig’s findings are relevant to my research since it moulds in part of my hypothesis. It helps in proving that violence and aggression can be created through playing of these violent video games.
Silvern, S B and P A Williamson. “The effects of video game play on young childrens aggression, fantasy, and pro-social behaviour.” Journal pf applied developmental psychology (1987): 8(4), 453-462.
This journal is from an environmental viewpoint of human development and how significant media may cause an effect on children’s behaviour. It has built on the idea that although there have been suggestions that home computer can cause behaviour change in children, no credited data has been published to prove it. However, there is a relationship between the features in TV and that in a computer. Therefore, research on television and violence gives itself as a paradigm for the study of effects of video games on the behaviour of children.
Steven, Silvern, and Peter after studies with 28 children aged 4 to 6, proved that violent video games and television cartoons arouse a child’s arousal rate.
The results of this research will form a basis in my research in helping to prove that there is a change in a child’s behaviour after playing a violent video game.
Anderson, C A, D A Gentile and K E Buckley. Violent video game effects on children and adolescents. New York: Oxford University Press, 2007.
Craig Anderson and Douglas in this book gave a very clear explanation of why the involvement in playing video games can lead to aggressiv tendency. It is also shows why the public and the politicians find it difficult to accept the result of the findings on the effect of violent video games.
The book covers a concise summary of past reports and research on the effects of violent video games. It has also been dedicated to anyone working or living with adolescents, and a must read for a person who knows someone who plays video games.
also there has been a big controversy on the subject in question, this book makes a mind opening journey for the psychological, political, and sociological implications of violent video games for the general population.
Gee, J P. Good video games and good learning: Collected essays on video games, learning, and literacy. New york: Peter Lang Publishing, 2007.
In this book, James Paul Gee has gone a step further in assessing the nature of the past generation and the present about gaming. It mentions that parents grow up in the world where radio, television and the personal computers were very rare. Also, the phone was set up on the wall and strictly protected by parents.
Playing games has also been identified as a major practice among the current generation. The book also points out that there is a difference between good and bad video games. Through these facts, it will be possible to evaluate the nature of the situation that existed in the past in relation to the act of violence that happen today. Through this, it will give significantly to my hypothesis and research paper.
Bartholow, B D and C A Anderson. “Effects of violent video games on aggressive behavior: Potential sex differences.” Journal of experimental social psychology (2002): 38(3), 283-290.
It is a journal of experimental social psychology by Bruce and Craig. In this journal, their is the study of an examination of aggression after playing a video game as displayed in the laboratory. A total of 43 students were assigned to either play a violent or a non violent video game for ten minutes. They were then to compete with a confederate in a reaction time task that allowed for a provocation and retaliation. Punishment set by the participants for their opponents served as a measure of aggression.
Results proved that playing games with violence led to higher aggression compared to playing a game without violence, The research also focused on the potential differences in aggressive styles between men and women.
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