Theory Methodology and Human Development
Analyze a selected topic from a social scientific perspective by doing the following
Explain the significance of a suitable question, which you have formulated, for social scientific analysis.
The impact that video games, as a form of media entertainment, have been a matter of concern for politicians, parents, and legislators. However, the results generated from the scholarly literature are not in agreement; researchers continue to disagree about the impact that video games have on people.
Analyze three research problems (i.e., subordinate questions) that will help answer the social scientific question that you have formulated.
For purposes of this research, a quantitative research design is utilized.
Question #
What is the relationship of playing video games to increased levels of obesity?
Justification:
Walsh, Gentile, Walsh, & Bennett (2006, p. 2) found that "children who spend more time playing video games are heavier, and are more likely to be classified as overweight or obese."
Rideout, Roberts, and Foehr (2004) found that the average child in America between the ages of 8 and 18 years of age spends nearly 7 hours per day with some form of electronic media, with video game playing constituting almost 2 full hours per day.
Question # 2:
What is the relationship of playing video games to increased levels of aggression?
Justification:
Peng, Liu, & Mou (2008) suggest that, while many quantitative research studies (Anderson & Bushman, 2001; Sherry, 2001) have found statistically significant correlations between the playing violent video games and aggressive behaviors the claimed causal relationship is tentative at best.
Question # 3:
Are some video games more addictive than others? If so, which games are more addictive than others?
Justification:
Skoric, Teo, and Neo (2009) note that all addictive behaviors are associated with uncontrollable urges that are often in tandem with loss of control, usage preoccupation, and an overwhelming desire to continue the behavior, despite negative consequences.
Yee (2006) notes that "hardcore" video game players tend to be younger and have emotional problems, including low self-esteem. When such a player compounds "hardcore" game playing with feelings of deficient self-worth, Yee (2006) argues, players tend to supplement this...
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