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Video Games and Violent Children


Video Games and Violent Children
A research proposal to examine the effects of video games on child aggression.
1,906 words (approx. 7.6 pages) | 12 sources | APA | 2008 United States


Paper Summary:

This research study focuses on the hypothesis that video games are the source of an obsessive addiction that causes children to experience a physical exhausted aggression that results in heightened aggressive responses to otherwise normal and noninvasive stimuli. The exhaustion and aggression result in a diminished capacity and children suffering this condition cannot be held accountable for the danger they pose to others, or the harm they inflict upon others when in this exhausted heightened state of aggression arising out of their obsessive addiction. Further, the manifestation of the aggression is one that is reflective of the aggressive nature or violent images which have occupied a socially abnormal and unacceptable amount of the child's life and time. The paper provides an overview of the research that will support this hypothesis and outlines the proposed methodology, results and discussion.

Outline:
Introduction
Methodology
Results
Discussion
Informed Consent

From the Paper:

"The popularity of video games and technology in contemporary modern culture is one that has the potential to be one of the most useful academic tools ever conceived. Unfortunately, the move from home entertainment to the classroom, and using the video game in a more constructive, productive and academic manner has been slow. That is perhaps because the industry is one geared towards profit, not education. There is much more profit to be earned in marketing to the entertainment needs of the American family, most notably by way of keeping American children, entertained and causing them to be less conspicuous in the lives of adults. Video games have supplanted the television as the current "babysitter" for children in the American family."

Sample of Sources Used:

  • Dietz, T. L. (1998). An Examination of Violence and Gender Role Portrayals in Video Games: Implications for Gender Socialization and Aggressive Behavior. Sex Roles: A Journal of Research, 38(5-6), 425+. Retrieved November 29, 2007, from Questia database: http://www.questia.com/PM.qst?a=o&d=5001342230
  • Gillespie, T. (2000, Summer). Violence, Games & Art. Technos: Quarterly for Education and Technology, 9, 16. Retrieved November 29, 2007, from Questia database: http://www.questia.com/PM.qst?a=o&d=5002362726
  • Heckel, R. V., & Shumaker, D. M. (2001). Children Who Murder: A Psychological Perspective. Westport, CT: Praeger. Retrieved November 29, 2007, from Questia database: http://www.questia.com/PM.qst?a=o&d=101018967
  • Herzfeld, N. (2004, May 4). Video Shootout: The Games Kids Play. The Christian Century, 121, 22+. Retrieved November 29, 2007, from Questia database: http://www.questia.com/PM.qst?a=o&d=5006860992
  • Kafai, Y. B. (1995). Minds in Play: Computer Game Design as a Context for Children's Learning. Hillsdale, NJ: Lawrence Erlbaum Associates. Retrieved November 29, 2007, from Questia database: http://www.questia.com/PM.qst?a=o&d=27123339

Cite this paper

APA Citation:

Video Games and Violent Children (2012, January 15). Retrieved February 14, 2012, from http://www.academon.com/Research-Proposal-Video-Games-and-Violent-Children/109698

MLA Citation:

"Video Games and Violent Children" 15 January 2012. Web. 14 Feb. 2012. <http://www.academon.com/Research-Proposal-Video-Games-and-Violent-Children/109698>




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