The Effects of Violent Video Games on Aggressive Behavior Essay

2109 Words Apr 6th, 2008 9 Pages
In recent years, technological advances have introduced many new forms of entertainment, one of the most popular being video games. Since their introduction, professionals and parents have become concerned with the addictive power that video games can have on people, particularly children and adolescents. Today, concern has shifted from the addictive effects of video game playing to the possible effects that they have on players’ aggression levels. As defining aggression as any thoughts or behaviors related with the intention to cause harm. Many scholars have been researching videogames' effects on children. The most popular aspect of videogame research is whether or not games increase aggression. There are many views as to whether …show more content…
So, This uses experimental design as well to establish a causal relationship. Moreover, this three experiments factor will be the dependent variable. However, in contrast to, Bushman et al, Carnagey et al used 3x3 factorial experimental design. This is because instead of having one independent variable like the previous study, Carnagey et al used two independent variables (reward/punishment and nonviolent), with each having measurement time of baseline, after video game and during completion of the State Hostility Scale (SHS) and product comprised the condition for reward/ punishment types, whereas, control, appearance focus and social comparison comprised the condition for nonviolent types.
Participants in all three studies were selected randomly from a large group of students who had earlier completed the trait physical aggression subscale of the Aggression Questionnaire and the Video Game Violence Exposure Questionnaire (page 884). They were selected using a non-probability sampling technique and constituted a convenience sample since subject was not randomly selected to participate. They however were randomly assigned to condition of independent variables. In the first experiment, there were forty- three male and thirty-two female undergraduates. They were instructed to playing the randomly assigned video game given, each were only allow 20
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