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Introduction Background

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.

Definition of key terms


Pro-social behavior: Pro-Social Behavior defines the acceptability of attitude of the Gamer in social gatherings and relations. The variable helps in comparing the behavior of the Gamer in Gaming Zone environment and routine life (family and friends). Cognition: The mental faculty of knowing, which includes perceiving, recognizing, conceiving, judging, reasoning, and imagining. Emotional Stability: State of an individual that enables him or her to have appropriate feelings about common experiences and act in a rational manner. Gamer. This variable forms the basis for the research, as physical attitude/reaction defines if the Aggression is observed or not.

Physical aggression: This variable defines the observed physical attitude/reaction of the

Research Methodology Research design:


This study would be qualitative and quantitative both, as it would be about human behavior based on various social circumstances and variables, but the responses based on questionnaire would be analyzed quantitatively to analyze the results effectively and infer useful information.

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.

Sample and sampling method


We will use Non-Probability Convenience Sampling Technique in our research as most of the sample participants would be easily approached through personal contacts and relations. Sample size Sample size would be 100 n=100, based on 95% confidence interval.

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.

Plan of Analysis/statistical tools:


Descriptive analysis: it will include the simple quantification (mean, SD) of our inputs such no. of hours spent on gaming. Test-stats: Various test stats would be used to see statistical significance of the variable such as z-test and chi square test would be used to compare means of our variables, and correlation would allow us to smoothly infer results of our study. Multivariate statistics would be employed because various independent variables and employed to test series of dependent variables and finally draw result. Chi square and correlation would be our primary statistical tools to be employed.

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.

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