RESEARCH PROPOSAL HOW VIOLENCE IN VIDEO GAMES, INFLUENCES VIOLENCE IN SOCIETY Proposal

RESEARCHPROPOSAL: HOW VIOLENCE IN VIDEO GAMES, INFLUENCES VIOLENCE IN SOCIETY

Proposal

Theincreasing violence in the United States especially among the youthis alarming. News regarding shooting incidents in schools, higherinstitutions of learning as well as public places has often beenreported. According to Gentile, Lynch, Linder &amp Walsh (2007)teenagers who play violent video games for lengthy period of time arelikely to be aggressive, engage peers in fights, are likely to be inconfrontation with teachers besides experiencing a drop in academicwork. This is a worrying trend in the modern society, as violentvideo games continue to dominate the entertainment industry.

Question/Problem

Thisstudy seeks to determine the extent at which violent video gamesinfluences violence in the society. This will consider differentdemographic factors including age and gender. Even though researchhas been carried out to establish the link between violent videogames and violence in real life, no study has been done to associateor distinguish it from the mentioned demographics. Thus, this studywill determine how these factors are interrelated with violent videogames and the way they influence violence in the society.

ResearchHypothesis

Inany study, research hypothesis is critical in guiding the researcherthrough the study process. The current study’s hypothesis includes:

H1:Boys are at an increased risk of being violent after playing violentvideo games than girls.

H2:Teenagers and children are at increased risk of violent behavior thanmature youth or adults after playing violent video games.

Significanceof the Study

Ifthe study will be accomplished successfully, it will provideknowledge to stakeholders in the game industry to establish measuresto decrease the influence of violent video games on violent behavior.

DataCollection

Datawill mainly be collected through semi-structured interviews. Theparticipants will include children from 5 years and adults up to 45years. There will be the study group (those who play violent videogames) and the control group (those who do not play violent videogames).

ResearchDesign

Toachieve convincing results, the current study will use bothqualitative and quantitative study design. The two supplement oneanother.

DataAnalysis

Datawill be analysis will entail quantitative method to providestatistics regarding the study topic.

EthicalConsiderations

Inthis study, due to the sensitivity of confession of violent behaviorwhich could land a participant in justice issues, anonymity will begreatly observed. No personal data will be indicated in the study. Inaddition, consent will be sought from the institution and otherstakeholders including parents of minors.

LiteratureReview

Violenceis a major obstacle to human peace as well as social economicwellbeing of the population. Even though violence in the society isnot solely as a result of violent video games, studies like that ofGentile, Lynch, Linder &amp Walsh (2007) have proved that exposureto violent media can cause individuals to believe that violence isacceptable or part of solving problems.

Thevarious incidences of school shooting in the United States have beenin one way or the other been attributed to violent media, inparticular violent video games. For example, Adam Lanza who took thelives of 26 people in Newtown Connecticut was a passionate player ofCall of Duty a very violent video game involving shooting (Lende,2013). This and many other incidents have been proved to be resultedby violent video games.

References

Gentile,D. A., Gentile, J.R. (2007). Violentvideo games as exemplary teachers: A conceptual analysis.Journal of Youth and Adolescence.

Lende,D. H. (2013). The Newtown Massacre and Anthropology`s PublicResponse. AmericanAnthropologist,115(3),496-499.