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In the current scenario of Pakistan, a handsome part of the youth of our country have deviated their interest to play video games at gaming zones instead of playing physical games and sports such as football, cricket, swimming, etc. The most popular games played by the young gamers are Counter Strike, Grand Theft Auto, DOTA and Medal of Honor. A similarity between all these highly demanded games is that they all contain violence. The popularity of violent games has led to the public expression of worries about the social effects of gaming. Parents of these gamers are unaware and ignorant of the affects the games they play have on their childrens life, cognition, emotional stability, etc.
The Problem
Playing Violent Video Games in a Gaming Zone environment is associated with an induction of Aggression in a Gamer Is playing Violent Video Games in a Gaming Zone environment, associated with an induction of Aggression in a Gamer?
Objective of study
The objective of our study is to create awareness among the readers about the effects of violent video games on the players. Video-game industry leaders deny the harmful effects of their products. For example, in a May 12, 2000, CNN interview on The World Today, Doug Lowenstein, president of the Interactive Digital Software Association, said, I think the issue has been vastly overblown and overstated, often by politicians and others who dont fully understand, frankly, this industry. There is absolutely no evidence, none, that playing a violent video game leads to aggressive behavior. We, by conducting a scientific research, would prove that if the violent video games, played by the young generation, have detrimental effects on the players or not and if these games induce aggression. The general purpose of this research would be to identify whether the exposure to Violent Video Games in a Gaming Zone environment is associated with an induction of Aggression in any way. Few other aspects would also be covered in this research to develop the overall Social Profile of the Gamers, which highlight the following issues like; Number of hours spent in Gaming Zones by Gamers Effects of Gaming on their studies Most played/liked Violent Video Games Overall attitude of the Gamer in his routine life with his family members and friends etc.
Justification
Reasons for this study: Increasing trends of gaming in Pakistan and launching of violent games brings aggressiveness among youngsters Parents of the gamers are usually worried about their children aggressive behavior and violent arousal Non-gamer friends of gamers face the same problem as gamers parents This study would be useful to psychologists to understand the factors that affect the gamer It would also be helpful to the parents and friends of the gamer to assess the situation
Limitations
The study would be attempted to focus on the overall general observed behavior of the Gamer as a measure of Aggression because physiological arousal (measured by Heart Rate) will be beyond the scope of our research. Only male individuals located in different areas of Karachi will be part of our sample.
Scope
Scope of this result limited to the factors affecting the gamer in the setting of gaming based on gaming keeping other conditions constant (e.g. hangout, party etc). It is limited to the gamers of the Karachi city only.
Assumptions
We assume that a gamer is game addict and involves him or herself more into violent games not in any other games.
Physical aggression: This variable defines the observed physical attitude/reaction of the
Procedure:
This scientific study would be conducted through following steps: Analyzing the significant variables inducing aggression among video gamers; Preparing questionnaire in a way that various independent variables would be tested against series of dependent variables Analyze data and quantify the responses Use statistical method to run regression function Conclude the statistical results
Population:
Our target population or group would consist of the family members and the friends of the Gamers.
Measurement/Instrument selection:
Data collection
In order to collect the primary data, a focus group would be conducted at Gravity Gaming Zone and questionnaire would be floated. Secondary data would be collected through Literature Survey. Different research papers and periodicals would be studied for the development of secondary database for our research. On the basis of our literature study and focus groups finding, a survey form will be designed to take the input from the selected sample. The selected sample would answer our questionnaire based on their perceived preferences. The survey will be conducted in Karachi at
different localities. In our analysis and studies, we will draw our conclusions based on collected information from samples.
Questionnaire
Questionnaire would be designed for the purpose of research focusing friends/cousins of the gamers. Three types of attitude scales will be used in the designing of the questionnaire: Simple Attitude Scale Category Scale Likert Scale
Variables
The list of the variables we have in this report is given below: Independent Variables Type of game played Number of hours played Age group Dependent Variables Aggression Pro-social behavior Cognition Emotional Stability
Measuring variables A few variables will be codded (e.g. type of game, aggression, emotional stability etc) but the rest of the variables like no. of hours played would be taken into account in absolute values.
Hypothesis:
RELATIONSHIP BETWEEN THE VIOLENT GAMES AND AGGRESSIVE BEHAVIOR OF THE
GAMER
Ho: There is no relationship between the violent games and aggressive behavior of the gamer H1: There is a relationship between the violent games and aggressive behavior of the gamer Relations among independent and dependent variables would be tested, individually and results would be inferred.
Software employed:
Our research would be conducted by the help of statistical package for social sciences (SPSS) along with that spread sheets in Microsoft excel would also be used.
Research schedule:
I have come up with a systematic action plan to conduct our research. Insha-Allah my report will be completed in time. 1st Month This month would be the initial period of my report. In this month I would be conducting Literature Survey and hence would be looking at the research reports made previously on our topic (related to). After that, we would also create the questionnaire based on the literature survey and our hypothesis. 2nd Month I would start the research primarily through the distribution of questionnaires in different gaming zones of Karachi. I intend to get the questionnaires filled by the friends of the player and their families. The valuable data that I would be collecting via the questionnaires will be analyzed. Test(s) would also be performed to prove my hypothesis; hence I would come up with a logical conclusion. 3rd Month I will conclude the report with possible inference that we have drove from our data analysis. The report will be finalized and made ready INSHA-ALLAH beforehand.
References
Adolescent Aggression and Social Cognition in the Context of Personality: Impulsivity as a Moderator of Predictions from Social Information Processing - Jennifer E. Fite1, Jackson A. Goodnight1, John E. Bates1, Kenneth A. Dodge, and Gregory S. Pettit RESEARCH ARTICLE Contextual Features of Violent Video Games, Mental Models, and Aggression - Kirstie M. Farrar, Marina Krcmar & Kristine L. Nowak - Department of Communication Sciences, University of Connecticut at Storrs Meta-Analytic Review of the Scientific Literature - Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal & Prosocial Behavior - Craig A. Anderson & Brad J. Bushman - Iowa State University The Effects of Technological Advancement and Violent Content in Video Games on Players Feelings of Presence, Involvement, Physiological Arousal, and Aggression - James D. Ivory & Sriram Kalyanaraman - Department of Communication, Virginia Polytechnic
Institute and State University, Blacksburg - School of Journalism and Mass Communication, University of North Carolina at Chapel Hill. Anderson, C. A., & Bushman, B. J. (2001) Effects of violent videogames on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and pro-social behavior: A meta-analytic review of the scientific literature, Psychological Science, 12, 353-359.