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Is it More Than Just a Game

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Title: Is it More Than Just a Game


1
Is it More Than Just a Game?
  • discovering the danger in playing video games

By Joey Lawhorn Chris Riding Jason
Scherrer and Natalie Wade
2
Statement of the Problem
  • In the 1970s Atari introduced a video game
    called Pong, which was a simple video version of
    the game Ping Pong. In the 1980s, arcade video
    games became dominant. Then, in the 1990s, the
    face of video games changed dramatically. The
    most popular game in 1993 was Mortal Kombat,
    which featured realistically human
  • characters engaging in battle. Such violent
    games now dominate the market.
  • In 1998 a study was done that sampled 33 popular
    Sega and Nintendo games. The study found that
    nearly 80 of the games were violent in nature.
    And, 21 portrayed violence toward women (Dietz,
    1998).

3
Statement of the Problem
  • A study done by psychology researchers Karen Dill
    and Craig Anderson showed that exposure to
    violent video games will increase aggressive
    behavior in both the short term and the long
    term.
  • The American Psychological Associations
  • Journal of Personality and Social Psychology
    reported
  • that violent video games may be more harmful
    than violent television and movies because they
    are interactive, very engrossing and require the
    player
  • to identify with the aggressor (APA, 2000).

4
Hypotheses
  • Hypothesis I There is a relationship between
    playing video games and violent and/or aggressive
    behavior.
  • Hypothesis II There is a relationship between
    the number of players who play and arguments
    stemmed from playing video games.

5
Research Questions
  • Is there a relationship between violent and/or
    aggressive behavior and playing video games?
  • Is violent and/or aggressive behavior dependent
    on the type of game that is being played?
  • Is there a relationship between aggressive
    tendencies and the number of people who play at
    the same time?
  • Is there a relationship between the type of game
    that is played and altercations stemmed from
    playing?

6
Methods
  • A convenience sample was collected in the form of
    40 questionnaires, which were handed out to both
    male and females.
  • Two, seven person focus groups were conducted.
  • The demographic college students
  • that play video games ages 18-24.

7
Method for discovering if video games had a
positive relationship to violent and/or
aggressive behavior
  • On our questionnaires, participants were asked to
    report their levels of aggression in the last 6
    months. They were asked to say how many times
    when they were angry they had
  • 1) shouted, screamed, or insulted someone.
  • 2) Done something physical that was not designed
    to hurt someone, such as slamming a door,
    throwing something, or kicking or punching a
    wall.
  • 3)Done something physical that was designed to
    hurt someone, such as pushing, punching, or
    shaking.
  • Through a likhert scale, participants had to
    choose a category that best suited them for
    verbal or physical activity. They were given the
    option of 1-5 times, 6-10 times, 11-15 times, or
    16-20 times.

8
Operational Definition of Violent and/or
Aggressive Behavior
  • We decided that in order to prove that video
    games had created a person to be violent/and or
    aggressive, they must fall into the 6-10, 11-15,
    or 16-20 range.
  • The percentage of respondents that fell into this
    range after playing a session of video games was
  • 52.5 for shouting at least 6 times or more
  • 47.5 for screaming at least 6 times or more
  • 32.5 for insulting someone at least 6 times or
    more
  • 5 for slamming a door at least 6 times or more
  • 40 for throwing something at least 6 times or
    more
  • 2.5 for kicking or punching a wall (reported 11
    times or more)
  • 12.5 for pushing at least 6 times or more
  • 7.5 for punching at least 6 times or more
  • 5 for shaking at least 6 times or more

9
Respondent Age
10
Respondent Gender
11
Respondent State of Mind After Playing a Session
of Video Games
12
Arguments Stemmed From Playing
13
Respondents Favorite Type of Video Game
14
Respondent Verbal Aggressiveness After Playing a
Session of Video Games
15
Respondent Physical Aggressiveness After Playing
a Session of Video Games
16
P.01
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