Methodology
The methodology that will be employed in this study will be a desk survey of existing studies. The data complied by the studies will be analyzed, as will be the processes and methodology used in those studies. The data compilation and yield will be discussed in comparison between studies, and an attempt will be made to take the information and use it in an overall presentation that shows that the data yields produced the same outcomes, demonstrating and supporting the hypothesis of this study.
There is no need to develop tables and perform experiments when previous studies have done that, and the information that exists is pertinent to the hypothesis of this study. What does need to occur in gathering the data from other sources, is that that data needs to be coordinated and presented together here in a way that the results are more visually comparable. It should, then, be possible to use a standard methodology formula in extrapolating evidence in support of the hypothesis here.
Results
The results will be presented not just in the form of an extrapolation of the supporting data, but in terms of the data taken from opposing studies that supposedly demonstrate that the hypothesis is flawed or wrong. The outcome of the data, and whether or not it supports or refutes the hypothesis, will depend upon the thoroughness, techniques, analysis of the data, and methodology employed by the researchers whose studies are the subject of this study.
This study could in fact demonstrate that the proposed hypothesis here is wrong, and that industry analysts who say that there is no relationship between video game violence and aggressive behavior in children, even violent crimes committed by children, are associated.
Discussion
The results will be discussed in a subsequent essay section, about 6 pages, which will put the data yields and comparisons into a review format.
There is a high level of confidence that the study will demonstrate, by way of existing data and studies, that an action above and beyond merely rating video games as violent or as to their content needs to be pursued by the legal community. That there needs to be a limit placed on video game viewing, and penalties associated with distributing that material to inappropriate age groups.
Informed Consent
Is not an factor in this desk study, because it relies upon an existing body of professional studies and data, and will be an analytical process of reviewing existing data, charts, methodologies. The process being proposed circumvents the need for being concerned about the legalese of informed consent.
References
Dietz,...
Video Games, Violence and Aggression The Effect of Video Games on Violence and Aggression Numerous arguments over video games primarily center on topics such as sexism, nudity, racial profiling, sex and criminal behavior as well as other provocative material. Many conflicting results have been brought out of research and study of the relation between video games and its assumed effects of violence and aggressive behavior. Here, aggression is defined as behavior intended
Violence in video games and the role of culture. The video game industry is a multi-billion dollar industry representing about $9.9 billion dollars in retail sales in the U.S. alone in 2004 (Greitemeyer and Osswald, 2010). In this paper, video games refer to electronically controlled games played on any platform including console units, computers, internet, hand-held devices or various technology toys. In recent years, video games have redefined leisure activities among
The second way is that individuals, specifically children can become desensitized to violence. This is because, daily exposure to violence may make one lose their emotional impact on them. Apparently, when one becomes emotionally numb, it becomes easier for them to engage in violence (Harding). The General Aggression Model This is a model that attempts to explain both the development of aggression an individual differences in susceptibility to the influence of
violent video games do not promote violent and aggressive behavior among children, teenagers, or young adults. This hypothesis has been derived from the research that is available that disputes the claims of increased aggressiveness and violent tendencies from those who play violent video games. Previous hypotheses have suggested a link between school shootings and whether the shooter played these types of games (Ferguson, 2008, p. 25). There has been
Behavioral and Cognitive Consciousness and Cognitive Behavior Treatment Prelude In this modern era, technology has made us its slave. Life has never been this flexible and convenient bringing efficiency and speed too. The technology has certainly altered our methods of communication, socializing, entertainment and maybe the way we behave. In this research paper, both popular sources and scholarly sources will be employed to discuss the possible effects of video gaming on youth.
exciting about video games is you don't just interact with the game physically -- you're not just moving your hand on a joystick, but you're asked to interact with the game psychologically and emotionally as well. You're not just watching the characters on screen; you're becoming those characters. Nina Huntemann, Game Over Violent Video Games: Do they Cause Violent Behavior? Disasters such as school shootings in Colorado and in other academic institutions
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