I. Intiouuction: a. Title b. 0veiview i. 0utline PoweiPoint
II. Backgiounu a. Inciease in populaiity anu usage b. Biing up how viueo games can effect i. What ways it can effect ii. Coulu be a pioblem
III. Puipose a. Puipose statement: In this papei, I analyze how the amount of viueo game usage affects the giaue point aveiages of college stuuents. i. Also look into non-violent anu violent viueo game usage.
Iv. 0thei Woik Bone in Aiea a. Biing up othei stuuies uone in aiea i. Inseit giaphs fiom othei stuuies ii. Biing up they also look into psychological ieseaich
v. Bypothesis anu Pieuictions a. Bypothesis: I believe that those stuuents who play moie viueo games will also tenu to have lowei uPA's. b. 0thei Bypothesis: I also believe that those who play moie violent viueo games will tenu to have lowei uPA's.
vI. Nethous a. Suivey b. Why a suivey c. What it containeu i. Info on questions
vII. Results a. Bow iesults weie maue b. uiaphs of iesults anu some uiscussion i. uPA's vs. Bouis Spent Playing viueo uames 1. Not significant ii. uPA's vs. Bouis Spent Playing violent viueo uames 1. Not significant iii. uPA's vs. Bouis Spent Playing Non-violent viueo uames 1. Not significant, most significant though
vIII. Conclusion a. Conclusion: theie was no significant coiielation founu between the amounts of time that college stuuent spenu playing viueo games anu theii giaue point aveiages i. Also, no significant coiielation between non-violent anu violent viueo games vs. uPA's 1. Although this uiu contain the most ielateu, it was still not significant b. Futuie Reseaich i. Expanu to laige gioup 1. Laigei than NBS0 ii. Noie ieseaich into non-violent anu violent games iii. 0thei euucational measuies 1. Inuiviuual tests 2. Quizzes S. Etc.