Paper Example Undergraduate 953 words

Basic analysis of variance study

Last reviewed: July 23, 2013 ~5 min read
Abstract

The proposal will use ANOVA statistical tool to determine whether video games influence aggressive behavior. The study will collect data from 50 participants to test the hypothesis, and the statistical tool will be used to answer the research questions. The results will enhance the greater understanding of the public, policy makers and academic community on the risk factors associated with the video games.

ANOVA Test

The focus of this proposal is to use the analysis of variance (ANOVA) to test whether the video games influence behavior. There has been a general public concern on the risk factor of video games on the youth's behavior especially children under 18 years of age. Science Daily (2013) shows that video games are the risk factors to aggression and criminal behavior. Despite this assertion, there still a paucity of valid and reliable academic research on the risk factors of video games on behavior. This proposal attempts to fill the gap by using ANOVA to test whether the video games influence behavior.

Do video games influence the aggressive or criminal behavior?

ANOVA is an appropriate statistical test for the proposal because it will be used to test for a significant difference of two means. Using the ANOVA for the proposal, the researcher will be able to produce valid and reliable results by comparing the two means of sample data of the participants who believe that video games change behavior and participants who do not believe that video game change behavior. Thus, ANOVA is a statistical testing tool to answer the research question.

Statistical Notation Null and Alternative Hypotheses

Null hypothesis Ho: There is no statistical significance that the video games influence the aggressive or criminal behavior.

Alternative Hypothesis H1: There is a statistical significance that the video games influence the aggressive or criminal behavior.

Identification of Types of Errors

The proposal identifies type-I error and the type-II errors for the study. The type-I error reveals the probability of rejecting the null hypothesis while in actual fact, the null hypothesis is true. The value of alpha reveals 95% confidence when there is a 5% probability of rejecting the null hypothesis. On the other hand, type-II error is the probability of accepting the null hypothesis while in fact the null hypothesis is false. (Jackson, 2012). The type -- II error will occur in the proposal if the study accepts that there is no statistical significance that the video games influence the aggressive or criminal behaviors, while in actual fact, there is a statistical significant.

Method

This section discusses the method of selecting participants as well as identification of variables. The proposal will select participants from the public consisting of parents, schoolteachers, psychology and sociology professionals and students from various schools. The study chooses this category of participants because they will be able to provide an objective and non-bias opinion on the proposal. The proposal will select total number of participants between the age of 18 and 65. There would be 35 males and 25 females and the internet will be used to distribute the questionnaire to the participants. The research will send questionnaires to approximately 600 participants to record the required data for the study.

Identification of the Variables

Video games (independent variables) influence the aggressive or criminal behavior (dependent variable).

Video games (Independent Variable),

Aggressive behavior (Dependent variable),

Criminal behavior (Dependent Variable).

The proposal will use an ordinal scale to measure the extent the video games influence the criminal or aggressive behaviors. The proposal will also use a discrete vs. continuous as the variable scales characteristics. The operational definition of the Variable video games is a type of video games susceptible to influence an aggressive or criminal behavior. However, Variable aggressive or criminal is defined as the type and number of video games that could be watched per week, which could lead to an aggressive or criminal behavior. The proposal will use a quantitative technique to measure the variable to derive valid and reliable results.

Results

The proposal will use ANOVA statistical tool to test the effect of video games on behavior. The ANOVA test is appropriate for this study because it will assist the proposal to compare the two means, which will assist in investigating whether the video games influence individual aggressive or criminal behaviors. However, the study believes that the video games could influence an aggressive or criminal behavior of individuals if they are used to watch video games every day. The study will test the hypothesis to draw a valid conclusion using ANOVA statistical tool, which will assist the study to produce a valid interpretation of the research findings. The study will use regression analysis to provide the analysis of variance that will be used to determine statistical significant between the video games and aggressive or criminal behaviors.

Discussion

Bias is a systematic error that could influence the outcome of the proposal, and the researcher believes that there could be a bias that could affect the validity of the results. Bias may affect the proposal if larger number of participants watches video games that could influence the criminal behaviors. However, the researcher will systematical design the questionnaires to identify potential bias from the respondents. The results of the proposal will deliver several practical importances.

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References
3 sources cited in this paper
  • Jackson, S. L. (2012). Research methods and statistics: A critical thinking approach (4th ed.). Belmont, CA: Wadsworth.
  • Office of the Surgeon General. (2001).Youth Violence: A Report of the Surgeon General. National Center for Injury Prevention and Control. USA.
  • Science Daily (2013). Violent Video Games Are a Risk Factor for Criminal Behavior and Aggression, New Evidence Shows. Science News.
Cite This Paper
PaperDue. (2013). Basic analysis of variance study. PaperDue. https://www.paperdue.com/essay/basic-anova-study-93326

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