Sunday, March 10, 2019

The effects of violence video games

The research topic that we have chose is violence icon game on teen jump onrs. The reason of this research is conducted is because teenagers spend a great deal of period with violent video games at exactly the ages that they should be learning hearty ways to relate to other people and to resolve conflicts peacefully. Because video games atomic number 18 such good teachers, it is critical to help p arnts, educators, and policy- makers understand how to maximize their benefits bandage minimizing potential harms.This research is an academic research and this is to study the effect of teenagers n playing violent video games and to study the impact of violent video games on individuals variedly. The question of whether teenagers participation in violent video games prat lead to an amplify in violent thoughts, emotions and behaviors, this study will leave this answer are based on statistical comparisons between humongous groups of teenagers who do or dont play violent video gam es. RQI What are the make of violent video games on Teenagers? RQ2 How do violent video games instill teenagers?RQ3 Are violent video games a negative effect teenagers well-disposed skills and interactions ith others? RQ4 How teenagers participation in violent video games can lead to an increase in violent thoughts, emotions and behaviors? This research will utilize both soft and quantitative research tools. The purposes of this research is to observe the behaviour and attitude of the teenagers forrader and after when they spent their time to play the violent video games through with(predicate) observational studies and sample survey. The target audiences that we are researching are teenagers who are age in between in 13 years old to 18 years old.The reason of the audience that we are targeted is because at the age of 13 to 18 years old, teenagers generally spend more time on the video games as compare to some other category group. The media textual matter in this research a re video game and specific in violent type of video game. There are two different groups of research sample. The first group are formed by 5 female and 5 male who are teenagers. These group will be tested in experimental room and we are providing them a some genre of video games, example of the games are Call of duty, Grand thief Auto (GTA) and others.The teenagers will be observed while they are playing the violent video game. The finding will be base on their reaction and behaviour during they play, their temper and attitude as in before playing the game and after playing the game. The second group are 100 people and comprises of 50 male and 50 female, the sampling operation will be based on randomly select for 50 people regardless male and female to ensure for the reliability and comeliness of the method. The second group will be given them with the questionnaire and the location that we are selected is in the cyber cafe or digital mall.

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