Our group is proposing the research question: Will violent video games bring out aggression in the students that play them? Our hypothesis for this experiment is violent video games will trigger aggression in students. The video games ranging from non-violent to violent will act as our independent variable. Our dependent variable will be how we measure the level of aggression every two weeks. Our experiment should be high in internal validity because we are demonstrating cause/effect relationships with independent and dependent variables.
To begin our research, we will randomly select 200 students, ages 12-16, within the Yakima School District. Our external validity should be low because we can only generalize our findings to the Yakima School
Hundreds of studies have been done to determine whether violent video games will really make juveniles more violent. Randomized experiments were used in several studies to examine the short-term effect of violent video games (Anderson and Berkowitz et al. 90). In these studies, children were randomly assigned to play violent or nonviolent video games and then were observed when given an opportunity to be aggressive. The result was that children who played violent video games usually behaved aggressively.
Another experiment to study the effects of playing violent video games on aggressive behavior was created by Craig Anderson and Karen Dill. In this experiment there were two games chosen, Wolfenstein 3D, a violent video game in which your goal
The main argument of this article is that video games have a direct link to short term and long term aggression. The author presents this argument by providing studies from peer reviewed articles that all conclude that video games do cause an increase of aggression. The main point of this article is to answer the question, “Do violent video games lead to aggression.” The article is about the effects of violent video games leading to aggression. The author uses recent examples, like the Sandy Hook and Washington Navy Yard shooting. In both of these examples, the author cites that both shooters had a history with playing violent video games. The author uses a study which selected individuals to play violent video games for a certain period of time. The study would then compare the results to a group who played non-violent video games. The study concluded that violent video games cause a direct link in aggression due to humans reenacting the actions the characters within the video games perform.
The purpose of this paper is to provide a critical review of a recent study examining the effects of violent video games on aggressive behavior in young children. Let me first provide a brief summary of the study. (a) The hypothesis is that violent video games cause aggression in young children. (b) The target population is young children. (c) The samples are young school age children and the sample sizes are sixty children separated into two groups with 30 children being in the experimental group and 30 children being in the control group. (d) The independent variable is violent video games and the dependent variable is aggression. (e) The result of the experiment were
Since violent video games, like Mortal Kombat, were created, adolescents who play these games become more aggressive than before. To me, playing violent video games is unsafe for these people since they have the negative influence on these people. I believe that researching on that topic would help us get the sense of what problems to avoid. I wish to know what are the possible effects of violent video games on adolescents’ aggression. The independent variable is violent video games, and the dependent variable is adolescents’ aggression. My hypothesis is that adolescents who play violent video games become very aggressive than those who don’t. For this essay, I would like to present the findings from each article that will answer
Lack of communication between school and parents, as well as amongst school staff causes numerous problems.
The independent measures design remains the research design in this study that emphasized on randomly assigning different participants to each of the conditions. The participants in the experiment were 60 undergraduate students from Simon Fraser University who ranges from 18 to 25 years of age. The participants were randomly assigned to the control group (non-violent media) and the experimental group (violent media) using a random number table. The materials that were utilized in this study are the violent TV show (The Walking Dead), non-violent TV show (Anne), 5-point Likert scale that features the questions and the ratings, computer access, random number table, and the Microsoft Excel software. The independent variables are the type of media and the gender of the participants. The type of media is operationally defined as the violent TV show called “The Walking Dead” and
Each group will include thirty students. The groups will be split up by the distance they sit from the television while watching cop-killing videos, the first group of thirty students are students who classify themselves as people who sit really close to the television (as least five feet or closer), the next group will be people who classify themselves as people who sit farther away from the television while watching the videos (5 feet or more away), and the last group will be made up of thirty students who say that they never watch co-killing videos at all. All of the ninety students will have an hour to play the video game Grand Theft Auto. This is a video game that is usually very violent, but it does not have to be. In this game, the character is allowed to either run around the city killing people (including cops), or the character can do other activities such as driving around, flying airplanes, and swimming. They will be told to play the game however they wish too. While they are playing, I will be video tapping the television and later go back and time how much time the students spend doing violent activities in the game, and also how much time they spend doing non-violent activities while playing the game. Just like the non-experiment design, the data from the quasi-experiment will also be collected using correlational data. I predict that
However, a study was done by the Ohio State University recently to see if playing brutal video games makes you more aggressive and in turn more violent . One of these groups of test subjects would play non-violent games such as S3K Superbike, Dirt 2 and Pure and at the same time another group would be playing the deemed to be violent video games such as Condemned 2, Call of Duty 4 and The Club. After they had played these games for 20 minuets they were asked to write an ending for a random story. For example, a driver crashed into the main characters car and they had to decide what happened next. This happened for a few days before they were asked to play, what they believed
This experiment assessed the role of videogames and hostility in young Queens College students. This experiment was based on whether video games make a person hostile towards his or her surroundings. Showing two different clips from different video games, which described the mood of young students, did it. The experiment was tested within a classroom in Queens College. The experiment was divided into two different conditions, condition one, which was hostile games, and condition two, which was non- hostile games. First, the students were shown the clip of this aggressive video game called, Call of Duty 3 for two minutes and were asked to imagine as if they were playing. Students were administered the State Hostility Questionnaire and instructed to fill out ratings before and after the experiment. Secondly, the students were shown the clip of a nonviolent video game called Pikmin and were asked to do the same as they did with the first video game. The goal of this experiment was to briefly find out if video games made a person hostile. Since, video games like Call of Duty 3 contains a lot of violent actions it does make students hostile compared to the non-violent games like
The catalyst model of aggression comes from a diathesis-stress perspective, implying that aggression is due to a combination of genetic risk and environmental strain. Another example that shows that no definitive links exists between playing video games and common violence is the number one cause of their being any violence in schools and or in any other places. A common theory is that playing violent video games increases aggression in young people. A lot of studies claim to support this hypothesis. Other studies find no link. In 2009, a report of three studies conducted among students of different age groups in Singapore, Japan, and the United States, found that prosocial mostly nonviolent games increased helpful prosocial behavior among the
The research method used for this study was a survey distributed as a self-report questionnaire. Data were collected by giving the questionnaire to 3,065 male and female adolescents attending grades 7 through 12 in three midwestern states. The sample design consisted of two parts. First, schools were chosen within a participating school district, which was representative for size and location within the area. Second, two or three classrooms per grade level were chosen among the general enrollment classes. A small subset was also added from applicants who volunteered from the districts who were interviewed a few weeks before the questionnaire was administered (Akers, Lanza-Kaduce, & Radiosevich, 1979).
To understand all of this the researchers took a pool of students from a Colorado school. Teachers sent home waivers that the students’ parents either signed or did not sign. All students
Throughout time researchers have studied children’s behavior and the aspects that affect this behavior. Some believe that violent video games increase aggressive behavior in children and others don’t. Even though video games haven’t been around for a very long time, over the year’s children and even adults have almost become addicted to these games, it is like once they find something they like to play they get hooked and can’t stop playing them, they want to be in the game every day, all day. With this topic the independent variable would be the violent video games, because those can be chosen to be played or not be played. The dependent variable would be the aggression in children, because depending on the type of game, the game can change the child’s behavior.
Iowa Sate University did a study on how the violence in video games affect the children's attitude. Iowa Sate University