Running Head VIDEO GAME VIOLENCE AND CHILDREN .docx
PSY230
1. 1) Media anger/violence analyzes the degree of correlation between themes of violence in media sources
with real-world aggression and violence (Anderson, 2003). Engaging in violent video games may increase
a child’s probability of engaging in the aggressive behaviors him/herself. Previous research experiments
have shown that violent video games increase aggressive thoughts and behavior more than nonviolent
video games (Adachi and Willoughby, 2011). This study will aim to determine whether or not playing a
violent video game has an effect on the aggressive thoughts and behaviors of children ranging from ages
10-13.
2)Variable 1: Video game interaction: We will have an experimental and a control group. They will both
take a pre-test/survey to see how they would react in a scenario similar to one in a violent game. The
experimental group will then be separated to play Call Of Duty for 2 hours. The control group will instead
play a nonviolent game, such as Mario Kart.
Variable 2: Aggression: Aggression will be measured by observing the teens behavior while they are
engaged in the game and by giving them a pre & post survey about their thoughts on violent/aggressive
scenarios.
3)Variable 1: Video game interaction: Categorical: 2 levels: Engaged in violent video game (experimental
group); Did not engage in violent video game (control group).
Variable 2: Aggression: Interval; levels reflect mean scores 10 self-report items rated on a 0-5 scale;
measuring level of aggression. Example: nonaggressive, mildly aggressive, neutral, aggressive, highly
aggressive.
Question(s):
Does violent video games lead to deviant behaviors?
http://www.aacap.org/cs/root/developmentor/the_impact_of_media_violence_on_children_and_adolescen
ts_opportunities_for_clinical_interventions
Pre-test:survey before the game
Video game: observe behaviors/actions during the game
Post-test:survey after the game
Measure:Difference in answers of pre- and post-
2. Experimental Group: watch a violent game
Participants: Teens in “Cary” or a rural area
Hypothesis: Whether or not teens will have an increase in aggressive behaviors after playing a violent
video game?
Introduction:
Methods:
Results:
Discussion:
Conclusion/References: