In today's world, 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. Parents of these children are unaware and ignorant of the affects of the games they play have on their children's life, cognition, and emotional stability. The objective of this study is to create awareness among the readers about the effects of violent video games on the players. The industry leaders of video games deny the harmful effects of their products. In this research we have made an effort to prove whether the violent video games played by the young generation have detrimental effects on the players or not and if these games induce aggression.
Abstract2
Introduction4
Hypothesis4
Problem Statement5
Research Questions5
Discussion5
Variables6
Literature Review8
Limitations9
Implications10
Importance10
Methods10
Sample Size10
Data Analysis10
Participants10
Research Design11
Rationale11
Results11
Conclusion15
References16
Appendix18
Video Games induce Aggression
Introduction
Videogames are a popular format of multimedia entertainment that has steadily gained attention since their inception into the entertainment industry. Videogames can be found virtually anywhere, from arcades, bars, and game halls, to homes and even cell phones. They are available in hand held formats, consoles, and computers, and cover any genre of content that can be thought of. As the genres of game content expand, and the availability of formats advances, gaming behaviors increasingly become a subject of hot debate for parents, educators, and psychologists (Ivory & Kalyanaraman, 2007). Some individuals insist that these modes of entertainment result in negative consequences for the player and should therefore be limited, while others insist that these consequences are so limited that there is no need for worry.
Hypothesis
Ho: There is no relationship between the # of hours spent on game and the overall behavior.
Ha: There is a relationship between the # of hours spent on game and the overall behavior.
Ho: There is no relationship between the # of hours spent on game and instant physical reaction.
Ha: There is a relationship between the # of hours spent on game and instant physical reaction.
Ho: There is no relationship between the age group of the gamers and their instant physical reaction.
Ha: There is a relationship between the age group of the gamers and their instant physical reaction.
Ho: There is no relationship between the game played and overall behavior of the gamers.
Ha: There is a relationship between the game played and overall behavior of the gamers.
Problem Statement
The purpose of our research will be to identify whether the exposure to such violent video games in a gaming zone environment is associated with an induction in aggression or not. Few other things that will be a part of the research is regarding the social profile of the gamer such as number of hours spent in a gaming zone and the effect on the overall behavior of the gamer.
Research Questions
Does the exposure to violent video games in a gaming zone environment is associated with an induction in aggression?
Is there any effect on the gamers' overall behavior due to the number of hours spent in the gaming zone?