Thursday, 20 October 2016

video games cause less violence (Proposal and annotated Bibliography)

Video games were first discovered in the early 1970s, and so far they have gone great development in terms of technological advancements through systems like the Sony PlayStation, which has made these games and graphics more realistic. These realistic graphics on video games attract a lot of people to play them, especially young people. Violent video games are one of the most-played games in the world (Anderson & Bushman, 2001).    There has been a widespread debate about whether or not the content of violent video games has any effect on the players.

Currently, there have been video games ratings that rate the contents of the games. The purpose of the evaluation is to give the public an indication of the nature of the content in the game. However, children have had access to games of a higher rating with permission from their parents, or behind their backs. In my study, there is reliance on the point of violent games having a role in aggressive and violent behaviours.

In the study, the independent variables will include the amount of time spent playing the games, and the age of the child. The very key dependent variable will be the perception of the teenagers who are involved in playing the violent games. The perception will be dependent on the time the games are played and the age of the gamers.

Most of the literature on video games violence is concerned with how these video games affect an individual’s aggressive tendencies. Diane in an article focuses on the causes of adolescent violence. She presents an idea that the kids exposed to more time on video games have a tendency to behave violently. Vessey and Lee conducted a research on violence and the media. In their findings, it is clear that video games are dangerous because they involve a lot of interaction while playing them. Their study focused on how video games and other media outlets cause an increase in aggression in the young people. Dominic, Lin, Lepper, and Fling did studies that contributed to the idea that violent video games are a cause of aggression and violence.            Research on the effects of violent video games is very extensive. However, there has been tiny knowledge of how the perception of a child changes due to exposure to violent video games. The study proposed here be done would give a focus on changes in the perception of children who have never played any violent game before. Through these, there will be some insight into differences in perception of children after being exposed to violent video games.            The method for this study is a questionnaire design. It is because it will allow the participants to act in their usual routine without being influenced by a laboratory setting. Subjects will be school aged children from age 13 to 18.            In this proposal, there is a high potential to provide a different insight into the problems of video games and aggression. This proposed research will provide a slightly but crucial angle to the amount of research that has been carried out in the field. Although there are some constraints to my study, there is a potential to come up with new research questions. It will also be possible to come up with new research in the field of violence and aggression about violence in video games. <strong>Literature</strong><strong> Review</strong> Anderson, C A and B J Bushman. “Effects of violent video games on aggressive behaviour, aggressive cognition, aggressive affect, physiological behavour: A metaanalytic review of the scientific literature.” <u>psychological science</u> (2001): 12(5), 353-359.

This journal article is based on the fact that exposure to television and violence in movies is a predisposition to violence and aggression. Based on that fact, Craig and Anderson hold the idea that violent video games will also lead to aggression and violence among players. Through a vast research and a meta-analytic review of the video-games research literature, there is evidence that violence in video games is a cause of aggression and violence.            Experiments and non-experimental studies in this journal in laboratory and field settings support that there is an influence on violent video games. Analyses done shows that exposure to violent video games increases aggressive-related thoughts and physiological arousal. There is also the evidence that playing video games decreases the prosocial behaviour.            Andersons and Craig’s findings are relevant to my research since it moulds in part of my hypothesis. It helps in proving that violence and aggression can be created through playing of these violent video games.
Silvern, S B and P A Williamson. “The effects of video game play on young childrens aggression, fantasy, and pro-social behaviour.” <u>Journal pf applied developmental psychology</u> (1987): 8(4), 453-462.

This journal is from an ecological perspective of human development and how significant media may cause an effect on children’s behaviour. It has built on the idea that although there have been suggestions that home computer can cause behaviour change in children, no credited data has been published to prove it. However, there is a relationship between the features in TV and that in a computer. Therefore, research on television and violence gives itself as a paradigm for the study of effects of video games on the behaviour of children.            Steven, Silvern, and Peter after studies with 28 children aged 4 to 6, proved that violent video games and television cartoons arouse a child’s arousal rate.            The findings of this research will form a solid basis in my research in helping to prove that there is a change in a child’s behaviour after playing a violent video game.
Anderson, C A, D A Gentile and K E Buckley. <u>Violent video game effects on children and adolescents.</u> New York: Oxford University Press, 2007.

Craig Anderson and Douglas in this book give a very clear explanation of why participation in playing video games can lead to aggressive tendencies. It also shows why the public and the politicians find it difficult to accept the results of the findings on the effects of violent video games.            The book contains a concise summary of past reports and research on the effects of violent video games. It has also been dedicated to anyone working or living with adolescents, and a must read for a person who knows someone who plays video games.            Other there has been a considerable controversy on the subject in question, this book creates a mind-opening journey for the psychological, political, and sociological implications of violent video games for the general population.
Gee, J P. <u>Good video games and good learning: Collected essays on video games, learning, and literacy.</u> New york: Peter Lang Publishing, 2007.

In this book, James Paul Gee has gone a step further in assessing the nature of the past generation and that of the present about gaming. It mentions that parents grew up in the world where radio, television and the personal computers were very rare. Also, the phone was set up on the wall and strictly guarded by the parents.            In a recent study, children were asked to suggest what they thought poverty was. They suggested that not owning a mobile phone was poverty. Playing games has also been identified as a major practice among the current generation. The book also points out that there is a difference between good and bad video games.            Through these facts, it will be possible to assess the nature of the situation that existed in the past in comparison to the acts of violence that happen today. Through this, it will contribute significantly to my hypothesis and research as a whole.
Bartholow, B D and C A Anderson. “Effects of violent video games on aggressive behaviour: Potential sex differences.” <u>Journal of experimental social psychology</u> (2002): 38(3), 283-290.

It is a journal of experimental social psychology by Bruce and Craig. In this journal, there is the study of an examination of aggression after playing a video game as displayed in the laboratory. A total of 43 students were assigned to either play a violent or a non-violent video game for ten minutes. They were then to compete with a confederate in a reaction time task that allowed for a provocation and retaliation. Punishment set by the participants for their opponents served as a measure of aggression.            Results proved that playing games with violence led to higher aggression compared to playing a game without violence. The research also focused on the potential differences in aggressive styles between men and women.

No comments:

Post a Comment