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
Atticus shows courage when he defends Tom from the lynch mob when he is going to jail, which could have ended in Tom being killed, brutally beaten and furthermore, could have lead to Atticus’ death and torture. In the novel, Atticus is sitting in front the jail doors reading a newspaper. He was opening, closing and folding it as if he was expecting a group of citizens to arrive. A massive group of men departed from their cars and began moving towards the jail doors. One man confronted Atticus and said "You know what we want. Get away from the door, Mr. Finch." "You can turn around and go home again, Arthur," Atticus said pleasantly. "Heck Tate's around somewhere”.(pg 202) This segment of quotations exemplifies that Atticus knew this group of men were going to arrive and he positions himself outside the jail doors ready to defend Tom.
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
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
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
1) Abramson, M. A., & Kamensky, J. M. (2001). Managing for results 2002. Lanham, Md: Rowman & Littlefield Publishers.
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
Introduction Cultures are different around the world. There often is multiple cultures in a country. Greece’s culture is different in many ways from other cultures, for example family, tradition and religion are three of many key factors in Greece(www.everyculture.com). Family, tradition and religion can be popular values for other cultures too, but all cultures have different values. Families in Greece are affected by poverty, religion and tradition.
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.
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
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
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).
Iowa Sate University did a study on how the violence in video games affect the children's attitude. Iowa Sate University