Acts of Aggression and Video Games Paper, PSY550
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Acts of Aggression and Video Games Paper, PSY550
This experiment will be of quasi-experimental design because there are specific things that we are looking for. Since we are looking for the impact of video games on the behavior of the participant this experimental design seems to be the best fit for the research that we want to do. Even though there we be a variety of different games being played we want to determine if it’s the game or the participant’s emotional interaction with the game that is the starting point for the presumed violent outburst that is to come after many hours of gameplay.
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Independent variables are the participants own disposition and moral make-up. Not everyone in the world has a strong pull to act out violently. There are also those that are followers and are looking for a cause or a reason to act out violently. These people depend on an outside reason to give way to the aggression stirring inside of them. These people know the aggression must be controlled and yet refuse to control it. Even though video games are often blamed, the violent actions of the few are the offspring of the violence that is within the person already.
We plan to measure the impact exposure to violent video games have on the level of aggression in the participant. We sought to discover if the participant’s aggression is affected or not affected by the exposure to the violence of video games.
Our is plan is to select a group of gamers who playing violent and non-violent video game and asses the reaction as they proceed through their gameplay. After, there timed gameplay is complete we will ask the participant a series of questions concerning the sense or level of aggression since playing their particular video game. We will also question the participant about their desire to act aggressively or violently since playing their particular video game.
When will play close attention to the aggression of the participant before, during and after their timed gameplay. The participants voice fluctuations, body position, verbal comments will be observed and noted throughout the timed gameplay period. The reason will this study will be valid is because of the recent media stir-up concerning acts of violence and video games that seem to be in the forefront of everyone’s mind every time a private citizen takes it upon themselves to act out violent towards another. The goal is to determine if the video games are to be blamed for these moments of horrendous violence are if there something else to that need to be address that is the cause of the violence that we see and experience.
Looking at the chart above you will that the 0.00% of the participants surveyed have a desire to act out violently after playing a time playing video games.
Some of the members of this team are gamers. This is subject that important to the gamers on this time. An understanding of the correlation between acts of violence and video games are always assumed and never proved.
We will use T score because people prefer percentages over raw. Percentages tend to have a greater impact rather than raw scores when handling research information.
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