Violent Video Games And Its Effects

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Violent Video Games and its EFfects

Violent Video Games and its Effects

Violent Video Games and its Effects

Introduction

The study was conducted to find out the effects of violent video games on aggressive thoughts, aggressive hostile feelings and aggressive behavior on an individual. Playing violent video games like Doom, Wolfenstein 3D or Mortal Kombat can increase a person's aggressive thoughts, feelings and behavior both in laboratory settings and in actual life, according to two studies appearing in the April issue of the American Psychological Association's (APA) Journal of Personality and Social Psychology. Furthermore, violent video games may be more harmful than violent television and movies because they are interactive, very engrossing and require the player to identify with the aggressor, say the researchers. The analysis sought to evaluate the effects of violent video games on aggressive behavior of players, aggressive thoughts and their pro social behavior. The importance of the study is to conduct these tests in various cultures, and in a wide age range from elementary school to the students.

Discussion

The results demonstrate formally that exposure to violent games is a risk factor for increased aggressive behavior, aggressive thoughts, and cause a reduction in empathy and pro social behavior. The violent video games have the same effects regardless of the culture of young people exposed; regardless of gender, boy or girl, regardless of age. Multivariate analysis of variance (MANOVA) designs are appropriate when multiple dependent variables are included in the analysis. The dependent variables should represent continuous Measures (i.e., interval or ratio data). Dependent variables should be moderately correlated. If there is no correlation at all, MANOVA offers no improvement over an analysis of variance (ANOVA); if the variables are highly correlated, the same variable may be measured more than once. In many MANOVA situations, multiple independent variables, called factors, with multiple levels are included. The independent variables should be categorical (qualitative).

The study consists of several variables that can be distinguished by dependent and independent variables, the independent variables in this study are: violent video game and non-violent video game (main effects), with an additional of IV ethnicity - with 3 levels i.e. whites, Africans and Asians. The dependent variables that are investigated in this study are as follow: DV1 thoughts, DV2 hostile feelings and DV3 behavior.

The data set consists of 60 individuals who have been investigated to compile a complete report; it has been subdivided into two categories, one who plays violent games and second who does not. Each of the subdivided group is further categorized on the basis of ethnicity.

"One study reveals that young men who are habitually aggressive may be especially vulnerable to the aggression-enhancing effects of repeated exposure to violent games," said psychologists Craig A. Anderson, Ph.D., and Karen E. Dill, Ph.D.

"The other study reveals that even a brief exposure to violent video games can temporarily increase aggressive behavior in all types of participants."

Hypothesis Summary:

H1= participants who play violent game will show significant increase in aggressive behaviour compared to those playing a non-violent ...
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