Video Game Violence and Aggression
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Dec 6, 2023
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Uploaded by Desi_89
Video Game Violence and Aggression
Desiree Ortiz
Grand Canyon University: College of Humanities and Social Science
PSY 550: Research Method
Instructor Dr. March
November 29, 2023
Aggression and violence are on the rise among young people across the country, and
behavioral scientists are trying to figure out why. This study seeks to determine whether violent
video games play a role in the development of aggression in young people. Studies have
demonstrated a positive correlation between violent video games and aggression in adolescents,
such as in the case of Mortal Kombat, Fortnite, Call of Duty, and other video games. The goal of
the study is to determine whether these games have any impact on the development of aggressive
behaviors in young people. The ultimate hypothesis is that, over time, young people who play
violent video games demonstrate an increased level of aggression towards other individuals
(Przybylski & Weinstein, 2019).
Hypothesis
When attempting to test this hypothesis, various tests can be employed. For instance,
parametric testing can be employed, which involves making assumptions regarding the
parameters of the sample distribution from which the data is derived, and then assuming that the
data is distributed in a normal manner. Non-parametric testing is a type of testing that involves
estimating the primary characteristics of a distribution from the data of a sample. This type of
testing is based on fewer assumptions and is dependent on the way members were observed
(between or within subjects). I believe it is best to use use non-parametric testing.
Method
According to Privitera 2022, in a group-based experiment, the single independent
variable is assigned to a group; the independent variable in the group is measured.
Independent Variable-
Hours of violence video games played
Dependent Variable-
Aggression Shown
There is little scientific evidence to correlate aggression with violent video games,
according to the American Psychological Association 2020. Decades of research have been
conducted to measure the relationship between violence and aggression in our youth. However,
there are some studies that show that after continuous exposure for an extended period of time,
there are some positive correlative studies that show that aggression can develop in adolescents.
These claims are based on existing research and the understanding that if a young person is
playing violent video games for more than a few hours a week, then the more skills they are
acquiring to progress in the game may increase their aggression depending on how many hours
they are playing.
Aggression is measured by intensity, with yelling being low intensity and throwing things
or physical aggression being high intensity. Players will also spend the same amount of time
playing non-violent games as they do playing violent games. In order to avoid disruption to
academic performance and schedules, the study was conducted in two classrooms at the high
school participating in the study over 6 weekend days. Data were compared after both
treatments; all participants were given violent and non-violent video games.
With random sampling, all participants are given a chance to be included in the study
without any bias. To ensure random sampling, we conducted a survey using 9th and 10th-grade
male students at the local high school to determine if they played videogames. Of these male
students, 30 were randomly selected from the drawing of names from a hat. After each student
gave verbal consent that they wanted to be part of the study, consent forms were mailed home to
parents. Of these 30 students, 26 enrolled in the study.
A within-subject design minimizes confounders such as individual differences, as all
participants will receive all levels of treatment. In an experiment designed within a subject, there
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is no need to randomly group participants into groups, as all students will be exposed to both
treatments. Additionally, to avoid other confounders from a within-subject design (such as
carryover), participants will alternate between playing violent videogames first, followed by non-
violent videogames for equal time. Another strategy to improve internal validity was to inform
participants that the research team was conducting a study on a variety of popular video games,
to prevent biased perceptions and changes in behavior. Blind participants, a within subject
design, and treatment in an alternate order not only improve internal validity, but also reveal
cause and effect relationships (Cuncic, 2022).
If parents and students have ethical concerns about this study, they will first request a
consent form. This consent form will include the purpose of the study, purpose and background
of the study, procedures, and risks. Parents and students will have the option to opt out of the
study or not participate at any point. Because our target sample consists of participants whose
parents or caregivers allow them to play violent video games, there will be no need for
researchers to manipulate them.
References
American Psychological Association. (2000, April 23). Violent video games can increase aggression
[Press release].
https://www.apa.org/news/press/releases/2000/04/video-games
Cuncic, A., MA. (2022, October 17).
Internal Validity vs. External Validity in Research
. Verywell Mind.
https://www.verywellmind.com/internal-and-external-validity-4584479
Privitera, G. J. (2022).
Research methods for the behavioral sciences
(3rd ed.). SAGE Publications.
Przybylski, A. K., & Weinstein, N. (2019). Violent video game engagement is not associated with
adolescents’ aggressive behaviour: evidence from a registered report.
Royal Society Open
Science
,
6
(2), 171474.
https://doi.org/10.1098/rsos.171474