English research and writing assignment 2 edited
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Strayer University, Washington *
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215
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English
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Apr 3, 2024
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English 215 1
Michael Towne ENG 215
Research Proposal – Thesis, Major Points, and Plan
- Assignment 2
Dr. Mary Rose Kasraie
Jan 22, 2017
Research Proposal
2
Research Proposal
Because of events in the past few years, you may find yourself asking, do violent video games make people more violent in real life? Is there a connection between violent video games and actual violence? There are many studies to support this mindset for either side. The reason for this choice is to show how violent video games has led to a greater propensity to commit violence towards others and the need for further regulations to design and manufacturing companies. More importantly, to what extent does an individual lose their ability to have feelings
towards others. There is a requirement to become stricter in the way video games are rated. While critics will argue that there are far too many video game regulations in place already, it is apparent that there is a need for further regulatory enhancements that will directly lead to the reduction of violence by users of violent video games. Audience
The first major characteristic of my audience is the parent who wants to ensure a healthy mental lifestyle for their child. The second is those of the educator; they have the ability to monitor and control the environment in which the child outside of the parent's control is learning and adapting to society. The third is to those that have the ability to make changes and regulations through the passage of laws. All of these people have an obligation to make sure our youth is protected from outside influences that adversely affect a developing mind. Scope and Major Sections
The scope of the paper is to stay within the boundaries of facts that have supported the claim that violence in video games does lead to violence in children. By using that leads to a greater likelihood to be a violent offender against others. Using studies to support and argue the idea that video games are in fact a bridge to violence.
Research Proposal
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Major sections Introduction with reason for needed change
Background information supported by studies Pros and cons of increased regulations
Conclusion
References
Questions to be answered
Is the data credible for the thesis? Is there adequate data to make the argument defensible? What is the most compelling way to relate the data to the audience of the paper?
Is there a cost to increasing regulatory controls?
Research Plan
My research plan is to secure data that is relevant to the thesis statement. Sources are through credible sites such as Strayer University LRC. Journal and magazine articles are from a credible and reliable source such as the American Psychological Association and playing devil’s advocate with data to see if is relevant to support the original idea as presented in the thesis statement.
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Research Proposal
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Annotated Bibliography
APA Review Confirms Link Between Playing Violent Video Games and Aggression. (2015, August 13). Retrieved January 20, 2017, from http://www.apa.org/news/press/releases/2015/08/violent-video-games.aspx
The link between violent video games and aggression is supported in this article. I will use this to support the idea that there is aggression after the prolonged use of the violent video games. Ferguson, C. C., & Olson, C. (2014). Video Game Violence Use Among 'Vulnerable' Populations: The Impact of Violent Games on Delinquency and Bullying Among Children with Clinically Elevated Depression or Attention Deficit Symptoms. Journal Of Youth & Adolescence, 43(1), 127-136. doi:10.1007/s10964-013-9986-5
While most adults have gone through a process of growth in their values while growing up before the widespread use of violent video games. The information in this article will hep
support the claim that it is the youth 0-18 years of age that are most vulnerable. Glynn, J. (2016, January 1). Guns and Games: The Relationship between Violent Video Games and Gun Crimes in America. Skeptic (Altadena, CA).
JIA-KUN, Z., & QIAN, Z. (2016). PRIMING EFFECT OF COMPUTER GAME VIOLENCE ON CHILDREN’S AGGRESSION LEVELS. Social Behavior & Personality: An International Journal, 44(10), 1747-1759. doi:10.2224/sbp.2016.44.10.1747
Nowak, K. L., Krcmar, M., & Farrar, K. M. (2008). The Causes and Consequences of Presence: Considering the Influence of Violent Video Games on Presence and Aggression. Presence: Tele operators & Virtual Environments, 17(3), 256-268.
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Understand what influences someone to be violent after violent video games don't happen after just one or two times. It is over long periods of time that users start to reveal the lack of self-control when it comes to violence. I will use this article to support the required background information. What's in a game? : regulation of violent video games and the First Amendment: hearing before the Subcommittee on the Constitution, Civil Rights and Property Rights of the Committee on the Judiciary, United States Senate, One Hundred Ninth Congress, second session, March 29, 2006. (2006). Washington: U.S. G.P.O. : For sale by the Supt. of Docs., U.S. G.P.O., 2006.
The laws and regulations went under scrutiny during a hearing in Washington DC in 2006. I will
use this information to show it is old and needs revamping to support the need for new laws and regulations.