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Assignment 2 Final
Assignment 2 Final
Devorah Rothman
Vanessa Stratford
8 August 2023
Table of Contents
Literature Review............................................................................................................................
Enhanced Dehumanization.....................................................................................................5
Moral disengagement.............................................................................................................6
Research Proposal............................................................................................................................
Research Methods............................................................................................................................
Research Design.....................................................................................................................9
Participants.............................................................................................................................9
Data Analysis.......................................................................................................................11
Ethical Considerations..........................................................................................................12
References......................................................................................................................................
Violent Video Games and Increased Aggression in Today’s Youth
Media violence is common among adolescents due to its effect on our everyday life
(Goodson & Turner, 2021)
. Violent exposure includes verbal and physical bullying, rape,
Guo, 2022 (2022
torture, murder, and mass shootings ( ). Silva, ) says media violence is a
possible cause for school shootings. Furthermore, Silva (2022) reports that 73% of worldwide
school shootings in the recent decade have happened in the United States, where children
Duwe, 2020) 2021
enjoy unfiltered media exposure ( . Chai (2022) and Zhang et al., ( ) found
Video game (VG) design allows players to influence the activities and build
Hasan et al., 2013)
characters in a fictitious universe which they can control ( . Although
players may manage these fictional characters, certain VG are designed to make players
Sauer et al., 2015)
behave aggressively ( . The game design emphasises player involvement,
investment, and control over another player's persona, which is rewarded emotionally and
The claim that VG violence causes juvenile hostility may be supported by Erikson's
psychosocial development stages and Albert Bandura's social learning theory. VG violence
(MMT) and the Aggression Catharsis Hypothesis (ACH) to explain how players may choose
to be violent in virtual reality to release negative emotions and increase positive emotions and
Through conducting a review of the relevant literature, it became evident that there is
still no definitive answer as to whether there is a verified link that suggests if youth playing
violent VG will likely display increased aggressive behaviour. This research proposal will
summarise the relevant literature as well as indicate the methods in which further research
may be conducted to answer this question. If a link is found that determines violent VG is a
cause of youth aggression, then it may demand policy formation surrounding game design as
well as collaboration between experts in the educational psychology field and gaming
Literature Review
The research on the impact of violent VG for youth gamers uses various theoretical
frameworks from which it determines the nature of the link between violent gaming and
aggressive behaviour.
Psychosocial development was theorised by Eric Erikson and describes how each
struggle with identity formation may desire the same autonomy and authority in life as they
did while creating a violent character in the game. Unrestricted authority for adolescents in a
fictitious scenario might desensitise them to violence and foster violent inclinations and
(Bowman et al., 2022; Guo, 2022)
behaviours .
The social cognitive theory by Albert Bandura, proposes that children develop and
learn about the world from their surrounding environments, hence behaviour is learnt through
(Grueses, 1992; Zhang et al., 2021)
observation . The social cognitive theory suggests that
behavioural outcomes such as an increase in violent tendencies can potentially develop from
(Goodson & Turner, 2021)
personal learning and cognition in certain contexts .
Bandura’s Bobo Doll experiment indicates the ability children develop to mimic
physical attacks on inanimate objects that they previously witnessed; hence social cognitive
theory has provided a theoretical framework as a way of understanding the effects that media
(Chai, 2022)
violence has . Violent VG act as a learning forum that promotes the practice of
(Greitemeyer, 2018)
aggressive-based solutions in conflict situations . By carrying out and
adopting these aggressive methods in solving virtual life situations, youth with partial
(Bender et al., 2013)
development may display violent behaviour when challenged in reality .
Enhanced Dehumanization
separate themselves from their own moral reproach and lessen their sense of shame for their
identify with the lead character, which legitimises the use of violence and immorality. In
addition, opponents in VG are frequently depicted as being sub-human, which motivates the
(Tichon & Makaresz, 2019)
player to minimise the opponent's humanity .
Greitemeyer and McLatchie, (2011) as well as Hasan et al.,
state that when this process is translated
into reality the same dehumanization occurs and causes aggression between actual people.
Moral disengagement
Moral disengagement occurs when people change their moral boundaries to tolerate
(Gabbiadini et al., 2012)
immoral behaviour . Playing violent VG may enhance antisocial
(Gabbiadini et al., 2012)
conduct, aggression, and immorality . Recent VG explicitly display
(Greitemeyer, 2018)
and reward unethical behaviours . It is possible that adolescents that are
exposed to these scenarios will apply the same principles in a real morally questionable
(Jansz, 2005) Gabbiadini et al., (2012)
context . A cross-sectional study by found that players'
who repeated immoral actions in simulated worlds increased their moral disengagement
outside of them. Violent VG exposure corresponds with higher moral disengagement, which
may lead to violent conduct or intents by adolescents, supporting the assumption that it is a
(Gabbiadini et al., 2012)
risk factor for adolescent violence .
The GAM addresses how an individual's character and their environment may affect
(Kersten & Greitemeyer, 2022)
aggression . Additionally, it could explain how exposure to
(Ferguson & Kilburn, 2010)
violent media encourages a rise in aggressive behaviour . Past
experiences mould aggression into instinctive responses that are intended to hurt others
(Bushman & Anderson, 2020)
. As a result of these experiences, reactions to events are
guided by knowledge structures that are connected to emotions, beliefs, and behaviours
(Ferguson & Kilburn, 2010)
. Studies, such as the one by Bushman and Anderson (2020),
demonstrate a strong correlation between playing violent VG and increased violence.
Experimental proof that violent VG may incite aggressive ideas, behaviours, and emotions
includes Hasan et al.'s (2013) meta-analysis. According to Hasan et al. (2013), this model is
experience.
Whilst there is significant data that states the negative effects that violence in gaming
, (2018)
has on adolescent behaviour, Villani et al. , argues that there is an opinion that
that using theories such as the Aggression Catharsis Hypothesis (ACH) and the Mood
Management Theory (MMT), may explain the positive impact that violent VG can have on
players.
(2018) discovered that serious violent VG players think such games make them feel better
and make them less aggressive. According to a recent study by Kersten and Greitemeyer
(2022), people play violent VG to let out pent-up aggression and improve their
mood. However, the samples and methodology used in this study have limits, and the
Bender et al., 2013)
results might overestimate the favourable effect of playing violent VG ( .
The Mood Management Theory, (MMT) proposes that people try to lift their spirits
(Greitemeyer, 2018)
by interacting with stimuli that promote positive emotions . According to
Villani et al. (2018), violent VG provide players a feeling of authority and control, which
decreases adverse feelings (Jansz, 2005). Kersten and Greitemeyer, (2022) describe that in
accordance with the MMT, it is therefore possible that gamers might choose violent games to
help with their mood. Overall, the complicated association between media violence,
As most of the cited research utilized self-report measures, participant bias may be a
constraint because people are not always honest and affected by personal ideas, culture, and
(Goffin & Gellatly, 2001)
ideologies . Meta-analyses' that includes unpublished papers raises
bias since researchers are unknown, making publication bias a major concern in this
(Bender et al., 2013)
discipline . Violent VG studies sometimes include only studies that
support the authors' theory and exclude alternative data (Ferguson & Kilburn, 2010). There
has been an increase in the politicization of violent VG research increases prejudice (Bender
et al., 2013). And lastly, there is no standard way to measure aggressiveness, therefore result
Ferguson, 2007
ratings may be misleading ( ). Unstandardized evaluations enable researchers
to choose positive results that support their hypothesis (Ferguson & Kilburn, 2010; Bender et
al., 2013).
Research Proposal
Evans, (2007) describes a research proposal as a blueprint that sets out the content of
the proposed research; how one will gather information with which to research; what is
important about the topic they are researching and why will the results from the research have
an impact. Once one has an idea about which they hope to discover more, they need to
formulate a research question. The proposed research for this paper will aim to investigate
whether or not a relationship between violent video gaming and youth aggression exists. A
(Evans, 2007)
research question is a question that a study or project aims to answer . It usually
research hypothesis is a clear, and testable statement of expectation or prediction about the
youth aggression. In order to answer the research question and test the hypothesis one needs
to collect the necessary data in order to provide an answer for the proposed research question.
Research Methods
Research Design
quantitative research to adequately evaluate all kinds of violent behaviour on various players.
This research method will be beneficial to use as it provides reliable and accurate data, quick
data collection, wide scope of data analysis, and it eliminates bias (Babbie, 2020). The results
will be depicted in numerical form. The results received from this research will be statistical,
Participants
The proposed research will be studying the player’s aggressive feelings before and
after playing a violent VG. The players will be habitual VG players, between the ages of 13
who are easy to reach and have the necessary characteristics that fit the objection of the study
Evans, 2007)
are gathered ( . I will approach five local and large South African high schools in
five sparse areas in Johannesburg, in order to gather participants from varying backgrounds,
ethnicities and cultures. I will inform the students as well as their guardians about the
proposed study and distribute a document that explains informed consent, required from both
the student and the guardians. Following which I will select approximately 60 individuals
from those who are interested. From those 60, each individual will belong to at least one age
I will collect data by using sampling methods and by using the Buss-Perry Aggression
&
Questionnaire (AQ) (1992) with convenience sampling (Bryant Smith, 2001). Initially, to
research study to them. The questionnaire will comprise of close-ended questions such as are
you between the ages of 13 and 18 years? If so, please state your age below; do you have
access to a gaming platform/console (i.e., Xbox, PlayStation, and computer)? If so, please
specify which gaming platform/console it is- as well as a space for their contact details and
particularly that of their guardians. This will be a single page survey that can be filled out
Once I have a sample of participants, to collect data, each participant will be provided
with a copy of the violent VG (Mortal Combat). Every day for the duration of two weeks
each participant will be asked to answer the Aggression Questionnaire by Bryant and Smith,
(2001) before and after playing the provided game. Each participant will be asked to play the
game for an hour. After playing the provided VG they will then be asked to take the
questionnaire that I will create based off of and similar to the AQ. A different questionnaire
will be provided after game play as a necessity to prevent participant bias. All questionnaires
will be emailed to participants (or their guardians) and saved in a secure online data base such
as a dedicated google cloud account. Each questionnaire consists of close-ended questions,
and multiple-choice questions in the form of rating scale questions (Bryant & Smith, 2001).
Using the AQ before and a similar questionnaire after playing a violent VG like
Mortal Combat will provide in-depth and useful data from the responses, allowing me to
determine if there is indeed a correlation between violent gaming and increased violent
behaviour.
I will have to take each participant’s answers before the video game play and
calculate their results, which will be represented by a percentage, on graphs, or pie charts
(Evans, 2007)
. The same will have to be done with participants answers after playing Mortal
Combat. Once the data is collected, analysed and presented in numerical form, I will need to
Taber, 2018)
conduct a reliability test using Cronbach’s Alpha ( . Only then can I determine if
the results obtained are reliable. Statistics offer an honest representation of the research being
conducted without discrepancies and are also extremely accurate (Babbie, 2020). From the
collected data results, I can then investigate whether or not playing violent VG increases
youth aggression. The responses obtained will be coded to help structure and label levels
(ranging from low to extreme) that will describe the content of the questionnaires (
Bryant & Smith, 2001
). This will help to identify the nature of the relationship between violent VG and
increased youth aggression. The results gathered from the collected data will determine if I
reject or accept the H1: Playing violent games increases youth aggression (
Babbie, 2020; Evans, 2007; Tabatabaei & Tayebi, 2022)
Data Analysis
Since this is a quantitative study that aims to determine the relationship between
violent VG play and youth aggression, I will use a bivariate correlational analysis. A bivariate
analysis aims to analyse two variables at a given time in order to determine whether or not
Evans,
they are related ( 2007). Pearson’s correlation coefficient (r) will be used as a means to
determine the strength of the linear relationship between these two interval variables (Babbie,
2020). I will use a computer programme such as the Statistical Package for the Social
Sciences (SPSS), which will read the collected data and convert it into quantitative numerical
Evans, 2007)
data, presented on a scatterplot graph ( . The purpose of the scatterplot is to
verify that a linear relationship exists between the two variables. The position of the r
Tabatabaei & Tayebi, 2022)
coefficient will determine the strength of the relationship ( . This
means that the coefficient will lie between 0 (no relationship) and 1 (a perfect relationship),
the closer the coefficient is to 0, the weaker the linear relationship between the two variables;
the closer it is to 1, the stronger the relationship (Babbie, 2020). The direction of the
(Babbie, 2020).
Ethical Considerations
proposed research study will be receiving input from a research supervisor, who will
critically review that the study is ethical and is conducted in great detail so as to make a
useful contribution to the greater society. Throughout this study I will keep in mind the
potential risks to participants and attempt to ensure that the rights of participants are protected
Vessuri, 2002)
( .
Such rights include the right to privacy and protection from any physical and
psychological harm; hence the participants will be represented anonymously (only I will
know the results and answers of each individual participant), and that they are treated equally
(Vessuri, 2002)
. This is of particular importance considering my sample will come from
varying backgrounds and cultures. Therefore, data collections from participants will be kept
under secure conditions and stored in a password protected cloud server, as well as each
participant will be assigned a number. The participant’s autonomy will be upheld and
respected throughout the study, with regards to participating and discontinuing participation
Evans, 2007; Vessuri, 2002)
( . An ethical consideration regarding access to selected
participants is to first approach schools and inquire if the proposed study can approach their
Babbie, 2020; Vessuri, 2002)
students (
The proposed research study is estimated to take two weeks. There will be minimal
travelling costs as the study will be conducted online and each participant will be expected to
participate from the comfort of their own homes. However, I estimate there will be a cost of
R2 000.00 petrol costs required for traveling to schools that are far distances apart. Each
participant will be provided with a hard-drive copy of the game Mortal Combat, hence an
estimated cost of this will be R3 000. including delivery costs to the school for students to
take home. Each participant will be provided with (R50.00) 3 gigabytes of data each week (a
total of 180 gigabytes of data weekly), a total cost being (60 x 50 x 2 = R6 000.00). I am
prepared to offer the participants a R30 gaming voucher, as an incentive for participating in
the proposed research study (60 participants x 30 = R1 800), which they will receive once the
collection of the data is completed. The total expenditure amounts to R12 800.00 leaving an
extra R2 200.00 that can be used for future research or unexpected costs.
3-6 months of conducting literature reviews during which 2 months will be used to
develop the appropriate research questions, determine the schools that will be
approached from which the participants will be selected (60 youth between the ages
3 months will be spent waiting for ethical clearance, once approval has been granted.
The overall conduction of the actual research study will only take 2 weeks, at the
1-3 months will be used to analyse the raw data, which will be presented as statistical
The final report will be submitted in 11 months from now, so that I have enough time
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