Violence In Video Games

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Violence in Video Games



Violence in Video Games

Introduction

Leisure is an important part of the human life activities. It is a very dynamic concept in that there is no discreet definition of leisure. As per the modern concept, leisure is viewed as a road to happiness. After having completed the daily responsibilities, the time that is left on a person for himself is called his leisure time. This digital world and its endowments have taken numerous shapes and forms over time. Interestingly, the primary target audience for the leisure and entertainment has primarily been the youth, and what really has enchanted and captivated the youth in current modern times is the advent and constant enhancement of the domain of video games (Shin, 2002). As concerns the youth of today, the sedentary lifestyle is the function of prevalence of video games. These video games are marked by violence. Interestingly, whenever the term, effects is used with video games, a negative connotation is sensed to be associated with it. Video games may encompass some benefits for the youth, but the downsides which it owns are far greater than what the benefits have to offer to the youth.

The paper presents the lab report on the classical experiment designed to study the impact of violence in video games on adolescents.

Necessary components

The necessary components of this experiment include the children for the samples, the observers and a classroom or a room setting where the children will be exposed to the video games. In addition, the video games will be selected carefully as per the needs of the experiment. The video game selected for one of the sample groups is Counter Strike which is one of the most popular video game worldwide thoroughly enjoyed by the adolescents to the extent that they become addicted to it. The other video game that has been selected is Looney Toons, Sonic and Angry Birds (Russell &Mark, 2008).

Research question

The research question that we are designing the classical experiment for is given as follows:

Does violence in video games has a detrimental impact on adolescents?

Hypothesis

The hypothesis to be tested is given as:

H0: Violence in video games has an impact on children?

H1: Violence in children has no impact on children?

Sample Subjects selection

The sample selection is the most important aspect of this experiment. If the sample is not selected carefully than the whole experiment will go down the drain in that it will not be able to answer the research question. For this experiment, there will be three samples. All of the samples will be based on equal number and the same age of adolescents.

The age group that has been selected for this research is 13-15 years old children enrolled in the same school. These children will then be divided into three groups. Each group will consist of 25 children. The children enrolled in class 7 and 8 will be selected through using simple random sampling and divided into groups of three again using simple random ...
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