WW3 final psyc

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School

Queens University *

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Course

100

Subject

Psychology

Date

Dec 6, 2023

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docx

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3

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Does playing violent video games increase aggression? State your hypothesis: Playing violent video games increases aggression in teenagers. Describe the design of your study (identify the independent and dependent variables; describe your conditions; is this experimental or correlational design? IV: what video games the teenagers will be playing DV: aggression levels amongst teenagers This is an experimental design. The independent variable will be manipulated. Identify participant selection from the population Participants will be teenagers aged 13-17 who regularly play video games at home (minimum 1 hour per week). Deception will be used to gather participants without their knowledge of the true experiment. They will be told that they are entering a video game competition against one another. Consider participant assignment to conditions
There will be two groups – one group playing violent video games, and another group playing video games without violence. Each participant will have a 50% chance of being assigned to either group. Discuss any possible confounds and how to control them Participants knowing their aggression levels are being measured or a researcher expecting the participants who play violent video games to be more aggressive can skew results – a double-blind experiment would reduce these two variables. Gender, age and race may also affect results, so groups will be divided randomly. Discuss ethical issues (if any) The participants will not know they are being studied until after the experiment is completed. Participant identities will be kept confidential/results kept anonymous, and participants/parents may request that their data not be used. Explain how you will do your data collection Participants playing violent video games will compete against other participants playing violent video games. Participants playing gentle video games will compete against other participants playing gentle video games. Each monitor will have a camera/microphone to record the participants behaviour. The researcher will watch all recordings back and count how many times each participant became aggressive based on the given operational
definition. The researcher will not know what category of video game the participant was playing. Briefly consider your data analysis (what comparisons would you make to determine whether your hypothesis was supported?) Since aggression is defined as the “ Number of threats or instances of physical and/or verbal harm to one’s self, objects, or others. For the purposes of this definition, an act of aggression is counted as “one” if it is directed to an individual (considered 1 unit), a group (considered 1 unit), or an object (considered one unit). An act of aggression is counted from the point of origin —e.g., if a group is targeted, it is 1 instance of violence from the aggressor.”, the comparisons would be based on how many times each participant yelled, swore, hit the desk, threw the controller, etc. within the time they were playing the video games. The hypothesis would be supported if the participants playing violent video games had more acts of aggression than those playing gentle video games, as determined by the researcher’s record.
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