Violence in video games

Research proposal

Video Games

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My research question will be are video games a healthy diversion from daily activities or do they teach violent behavior to the those that play them? The purpose of this research is proving doubters wrong about video games, this has been a question I’ve heard all of my life. There are a lot of people who are against video games they believe there is no good that come from them. But there is also those who think we need video games in our daily life. At the end of the research I will be able to discuss each point of view and determine which one is more beneficial to human life.

I want to write about this since I’ve played video games pretty much my entire life participated in daily activates like sports and clubs. An interesting factor is as a kid my parents didn’t allow me to play games that included violence. I’ve recently started streaming on Twitch joining the millions of other streamers with dreams to become the best. There aren’t any violent outcomes from me playing video games but I’m only one person of the world. But there are multiple occasions where some might say video games led to certain behavior.

How will I gain my information on the topic by using google scholar searching for various video game topics? Looking for studies that supports both sides of the argument in the same study. I plan on focusing on quantitative data focusing on the number of people that play video games. Also, just to begin I will ask those around me how they feel on the topic to see what the general world feels about it.

I expect to find that video games are a healthy diversion from the daily activities. They aren’t a form of violence being taught to the players.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Resources

 

 

Bushman, Brad J., and L. Rowell Huesmann. “Twenty-five years of research on violence in digital games and aggression revisited.” European Psychologist (2014).

 

Creasey, Gary L., and Barbara J. Myers. “Video games and children: Effects on leisure activities, schoolwork, and peer involvement.” Merrill-Palmer Quarterly (1982-) (1986): 251-262.

 

DeLisi, Matt, et al. “Violent video games, delinquency, and youth violence: New evidence.” Youth Violence and Juvenile Justice 11.2 (2013): 132-142.

 

Doğan, Filiz Öztütüncü. “Video games and children: violence in video games.” New/Yeni Symposium Journal. Vol. 44. No. 4. 2006.

 

Ferguson, Christopher John. “The good, the bad and the ugly: A meta-analytic review of positive and negative effects of violent video games.” Psychiatric quarterly 78.4 (2007): 309-316.

 

Gee, James Paul. “What video games have to teach us about learning and literacy.” Computers in Entertainment (CIE) 1.1 (2003): 20-20.

 

Glass, Zachary. “The effectiveness of product placement in video games.” Journal of Interactive Advertising 8.1 (2007): 23-32.

 

Maddison, Ralph, et al. “Effects of active video games on body composition: a randomized controlled trial.” The American journal of clinical nutrition 94.1 (2011): 156-163.

 

Shaffer, David Williamson, et al. “Video games and the future of learning.” Phi delta kappan 87.2 (2005): 105-111.

 

Wei, Ran. “Effects of playing violent videogames on Chinese adolescents’ pro-violence attitudes, attitudes toward others, and aggressive behavior.” Cyberpsychology & behavior 10.3 (2007): 371-380.

 

 

 

 

 

 

 

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