Good Example Of Are Children Who Play Video Games More Likely To Be Violent? Research Proposal
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With increased technology, the prevalence of video games among children has gone higher. Currently, there are numerous video games that exist. While they may be seen as leisure or something to ‘pass time’ on, video games are viewed to have great impact on children. Significantly, video games are associated with emotions and psychological behavior among children.
Research Aim and Rationale
The purpose of this study is to establish if whether children who play video games are likely to be violent or not. It aims at establishing the potential impact of video games on children. The study is to be conducted based on the fact that; recently, there has been an increase in the number of video games and the number of children who play them. Playing video games has been associated with aggression, violence and anti-social psychological behavior among children. These negative aspects are not good for child growth and have a great impact on the education of young children. Hence, it necessitates the need to conduct research on whether children who play video games are likely to be violent.
First and foremost, the study seeks to establish the prevalence of playing video games among children of different ages. Secondly, the study will aim to establish the resultant effects of prolonged video games playing among children. This will be in terms of both the psychological and emotional aspects. The study will also seek to determine whether there are any significant interventions that can be used to alleviate the impact of playing video games.
The study will seek to answer the following questions in order to come up with valid conclusions and recommendations;
What is the rate of playing video games among children of different ages?
What is the role of parents in letting their children play video games for prolonged periods?
What are the emotional and psychological changes that children depict when they play video games?
What is the resultant impact of playing video games?
Does the impact have any implications on education, social behaviour or interaction with other children?
Are there any significant interventions that can be used to alleviate the effects of playing video games
Significance of the Research
The study is significant in a number of ways. It will provide parents with possible means through which they can alleviate the impact of video games on their children. It also presents a framework through which an understanding of the effects of video games can effectively be developed. This is significant especially for video games developers and manufacturers. The study builds a foundation through which child behavior can be understood further in relation to how their emotional and psychological stature is affected when they play video games especially for prolonged periods of time. It is, therefore, of essence that the study be conducted basing on its worth.
Video gaming has been one of the most prevalent hobbies among children across the world. The numbers continue to grow owing advancement in technology (Freedman, 2002). Most psychologists have considered pathological video gaming is a common problem. It should be understood that it is not just a personality problem (Lemmens, Peter & Valkenburg, 2011). Studies conducted worldwide reveal that has video gaming as a superior and more pervasive crisis that has contributed to poor academic and occupational performance (Mussen, 2001). Furthermore, Sharer, (2012) points out that video gaming leads to nervousness, depression, social isolation, health problems, and relationships not only among children, but, in all individuals.
Different authors have come about with different causative agents of the problem with others coming about with different adverse effects of the same on children (Freedman, 2004). On the other hand, most psychologists are apprehensive about the effects that video gaming has on children’s emotional and psychological stature (Carlson & Miller, 1990). A study carried out in Hong Kong, China boys aged between 7 years and 13 years established that those who like video gaming are affected by insomnia that later causes depression (Cheung & Wong, 2011). Later on, such children become violent and aggressive trying to emulate what they do when gaming. The study shows that the preponderance of children with depressive disorders had problems interacting with their colleagues (Cheung & Wong, 2011). Other studies carried out have associated profound video gaming with sleeping problems and anti-social behavior. Fascination with video gaming caused difficulty falling asleep and interrupted the sleep-wake schedule. In this study, 70% of the children who participated in video gaming had problems sleeping and interacting with their friends (Cheung & Wong, 2011).
Most psychologists have considered depression as directly affecting self-esteem and social skills among children who play video games (Sharer, 2012). For that reason, to follow Cheung and Wong’s study to its commonsensical conclusion, sleeplessness, which is in many cases caused by video gaming, basically affects self-esteem and social skills, whose resultant effect is violence and aggression (Cheung & Wong, 2011). Nevertheless, a study conducted by Wright & Keetley in 2003 revealed that the rate at which children participate in video gaming has been proved to be proportionate to the resultant effects of video gaming. For instance, Sherry, (2007) in her meta-analysis about The Effects of Violent Video Games on Aggression notes that, children are likely to be more violent when they participate in prolonged video gaming. In essence, the more they play, is the more they become aggressive.
Deselms, (2002) also notes that once children begin playing video games, their emotional and psychological stature changes significantly. According to Lemmens, Peter & Valkenburg, (2011) at the start, changes in psychology may not be seen physically, though, internally, the child changes significantly. However, after some time, children will depict their changes through anti-social behavior characterized by violence and aggression. Krahe, (2013) in his book; The Social Psychology of Aggression, notes that one of the best interventions for dealing with the effects of video gaming is parents to restrict their children from engaging in video gaming until they are grown. He notes that video game developers cannot be blamed or convinced to stop production. The problem starts with the parents when they allow their children to play video games for prolonged periods (Berkowitz, 2005).
Despite the many conclusions presented by different scholars, psychologists and authors on the topic of investigation, the study will remain independent of any conclusions and work towards its conclusion. However, close reference will be given to their scholarly materials.
Research Design, Research Methods and Data Collection Methods
The study will employ the survey method to come up with answers to the research questions. The study will be deductive in the sense that information, idea, and findings will be retrieved from the investigation that will be conducted. A research design is significant and relevant when it ensures that all the objectives of the study have been met, Based on the questions that the study seeks to answer, a research design and methodology is selected (Kothari, 2009). Thus, considering the questions and objectives that this study seeks to accomplish, it is notable that the deductive approach based on the survey method is the most appropriate design for the investigative research.
The survey method, in this case, is momentous in investigating an issue because it offers data collection methods that are analytical in nature and hence, provide information valid for the research objectives. The study will use the case study method, interview method and questionnaire method to come up with valid information on the topic of investigation. The questions for the interview and questionnaires will be designed appropriately to ensure that the data retrieved is relevant to the study and helps answer the research questions (Kothari, 2009). Data collected will be measured basing on the questions that the study seeks to answer. For instance, data on the prevalence of video gaming will be recorded differently and analyzed differently from the data on the effects of video gaming on children.
Selection of Subjects
First and foremost, case studies about the study will be sampled basing on their relevance and validity. No preference will be made about the authors of these scholarly materials. Furthermore, no criteria based on the date of publication of these materials will be followed. Studies will be retrieved from libraries including online sources basing on their availability. For human subjects, purposive or judgmental sampling will be used to come up with the study sample unit. The study population consists of both parents and children. Children will be clustered basing on different age groups. These include 7-9 years, 9-11 years and 11-13 years. Given the prevalence of the issue, a sample unit of each study group will be selected for the study. However, this will be done effectively to guarantee the fact that the sample unit is representative of the target population so that information retrieved remains relevant and valid to the issue being investigated. Purposive sampling is selected because the study subjects should be aware of the issue being investigated to guarantee validity (Kothari, 2009). In essence, the selection of study subjects forms the focal point of conducting the research. It is, therefore, important to ensure that study subjects conform to the objectives of the study and that they can provide information that helps to answer the study questions and validate the hypothesis.
When conducting the research, there are a number of ethical considerations that will have to be upheld. First, the researcher will ensure that any scholarly materials used in the study are properly acknowledged as it is required by copyright rules. Participation in the study including both the interview and questionnaire method will be voluntary. Participants will not, in any instance, be forced to participate in the study. During the process, the researcher will also not harm any of the participants whether physically of emotionally. The researcher will also guarantee anonymity and confidentiality to the participants and any information that they provide for the study. Lastly, after the study, participants will be interviewed about their experiences about the whole process. Furthermore, the researcher will conduct the analysis and thereafter report as it is required of him/her.
At a glance, the study is worth a consideration. It is significant to establish whether video gaming leads to violence and aggression among children. Given the research design, research methods, data collection methods and the sampling strategy, it is fundamental that the information retrieved will help accomplish the research objectives by answering the research questions. Recommendations from the research, as noted, are crucial for video game developers, parents, children, psychologists and even teachers. In essence, this study is essential.
Berkowitz, L., (2005). Some Aspects of Observed Aggression. Journal of Personality and Social Psychology.
Carlson, M., & Miller, N., (1990). Effects of Situational Aggression cue: A Quantitative Review. Journal of Personality and Social Psychology.
Cheung, L. M., & Wong, W. S., (2011). The Effects of Insomnia and Internet Addiction on Depression in Hong Kong Chinese Adolescents: An Exploratory Cross-sectional Analysis. Journal of Sleep Res.
Deselms, J., (2002). Immediate and Prolonged Effects of Videogame Violence. Journal of Applied Social Psychology.
Freedman, J., (2002). Media Violence and Its Effect on Aggression: Assessing the Scientific evidence. Toronto: University of Toronto Press.
Freedman, J., (2004). Effect of Television Violence on Aggressiveness. Journal of Personality Social Psychology.
Kothari, C. R., (2009). Research Methodology: Methods and Techniques. London: New Age International.
Krahe, B. (2013). The Social Psychology of Aggression: Aggressive Behavior New York: Psychology Press.
Lemmens, J. S., Peter, J., & Valkenburg, P. M., (2011). The Effects of Pathological Gaming on Aggressive Behavior. J Youth Adolescence.
Mussen, P., (2001). Effects of Aggressive Cartoons on Children’s Aggressive Play. Journal of Abnormal and Social Psychology.
Sharer, N., (2012). Examining Social Anxiety and Depression among Excessive Online Gamers. (Published Doctoral Dissertation) New York: Marshall University.
Sherry, J., (2007). The Effects of Violent Video Games on Aggression: A Meta-Analysis. Human Communication Research.
Wright, A., & Keetley, K. (2003). Violence and indiscipline in schools: Research study commissioned by NASUWT final report. Leicester, United Kingdom: Perpetuity Research& Consultancy International PRCI) Ltd
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