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The use of video games Essay Example

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The use of video games

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The use of video games. The participants comprised sixty randomly selected members of the university community. All participants were aged at least 18 years. The participants were issued with questionnaire forms to fill in both demographic (age and gender) and preferential details based on individual perceptions. One-third of the participants were issued with pro-catharsis articles to read while a similar figure was issued with anti-catharsis articles. The remaining one-third was left as the control group; they were not exposed to either form of literature. Questionnaires were preferred since they can easily capture important data, including scale ratings such as the Likert scale (Roberts, 2007). Furthermore, they allow the respondents more time to fit in filling up the forms in their own schedules, which ensures better response rate than other methods, including lab experimentation (Harris &

Brown, 2010).Correlation analysis was used to investigate the existence of linear relationship between age and preference for violent video games; analysis of variance (ANOVA) for investigating the difference in respondents’ preference after exposure to different types of literature; t-tests for the difference between preference for violent and non-violent video games; and independent samples t-test for investigating whether males have higher preference for violent video games than females.The SPSS software was used for the analysis.ResultsOut of the 60 participants, 29 (48.3%) were male while 31 (51.7%) were female. The participants were divided into equal groups of 20 (representing 33.3%) for each category; based on the kind of literature they were supplied with. The article types that participants drew information from include pro-catharsis, anti-catharsis, and control literature. Asked whether they preferred violent video games or not, twelve (20%) participants indicated that they preferred violent video games, while 48 (80%) indicated they did not prefer them. The use of video games.

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References

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Ferguson, C. J. (2010). Violent crime: Clinical and social implications. Los Angeles, LA: SAGE Publishers.

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Ferguson, C. J., Olson, C. K., Kutner, L. A. & Warner, D. E. (2014). Violent video games, catharsis seeking, bullying, and delinquency: A multivariate analysis of effects. Crime & Delinquency. 60(5): 764-784.

Freeman, D. (2013). Violent video games may curb bullying in vulnerable children, study suggests. The Huffington Post. Available at http://www.huffingtonpost.com/2013/08/28/violent-video-games-bullying-children-study_n_3823490.html. (Accessed: 1st June 2015).

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Griffiths, M. (1999). Violent video games and aggression: A review of the literature. Aggression and Violent Behaviour. 4(2): 203-212.

Harris, L. R. & Brown, G. T. L. (2010). Mixing interview and questionnaire methods: Practical problems in aligning data. Practical Assessment, Research & Evaluation. 15(1): 1-19.

Markman, A. (2010). What you don’t know can hurt you: Violence, catharsis, and video games. Psychology Today. Available at https://www.psychologytoday.com/blog/ulterior-motives/201007/what-you-don-t-know-can-hurt-you-violence-catharsis-and-video-games. (Accessed 1st June 2015).

Olson, C. K., Kutner, L. A. & Warner, D. E. (2008). The role of violent game content in adolescent development: Boys’ perspectives. Journal of Adolescent Research. 23(1) 55-75.

Roberts, C. (2007). Mixing modes of data collection in surveys: A methodological review. London: City University.

Serrone, C. (2012). Mood management and video-game engagement: The importance of user-experience and gender in assessing the psychological effects of video-game play. (Paper 4211: Thesis). San Jose State University.

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