Descriptive Methods of Research for Video Game Addiction Term Paper by Spirittalk

Descriptive Methods of Research for Video Game Addiction
A review of the research method for the construct of video game addiction.
# 149301 | 1,694 words | 6 sources | APA | 2011 | US
Published on Dec 05, 2011 in Psychology (General) , Research Designs (General)

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The paper describes the sample population and the type of sample selection used to research the prevalence of video game addiction. The paper also explains the use of survey methods as well as why the survey method best suits the needs of the team. Furthermore, the paper speculates on the expected outcome of the study, which seeks to develop the prevalence of video game addiction in persons of every age.

The Sample Population
The Survey Method
Why Team C Choose the Survey Method
Speculated Outcomes

From the Paper:

"When researchers need a reason motivating people to choose a certain path, asking questions provides some of the answers. Video gamers' who reach consideration for addiction by others possess different meanings on why they put in huge amounts of time toward playing video games. For this reason, the survey method comes in handy. It allows the researchers to convey information to the audience not necessarily under the video game addiction category, so they can have a better connection and understanding on why the lives of video game addicts mainly surround themselves with video games. Taking a certain population group and distributing a survey that pinpoints their values, lifestyle, interests, and perspectives on why the gamer is or is not in the category of video game addiction answers quantitative and qualitative questions for the researchers. The "survey research involves selecting a sample (or samples) and using a predetermined set of questions" (Shaughnessy, Zechmeister, & Zechmeister, 2009, p. 138). The method explains the calculations of the group on whether it is a serious issue or if it is a stereotype. Media is not the main solution for video game addiction, other issues involving family, loneliness, or just using it as a hobby also focuses on why people become video addicts. The survey method takes a mature approach on how best to communicate with people assumed to act in such a misunderstood behavior."

Sample of Sources Used:

  • Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., & ... Saleem, M. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. Psychological Bulletin, 136(2), 151-173. doi:10.1037/a0018251
  • Kimberly N., S. (2010). Research Trends in Descriptive Analysis. Behavior Analyst Today, 11(1), 20-35.
  • King, D., Delfabbro, P., & Griffiths, M. (2009). The Psychological Study of Video Game Players: Methodological Challenges and Practical Advice. International Journal of Mental Health & Addiction, 7(4), 555-562. doi:10.1007/s11469-009-9198-0.
  • Loton, D. (2007). Video Game Addiction, Self Esteem, and Social Skills . Retrieved from
  • Williams, D. (2011). Internet Fantasy Violence: A Test of Aggression in an Online Game. Retrieved from

Cite this Term Paper:

APA Format

Descriptive Methods of Research for Video Game Addiction (2011, December 05) Retrieved February 07, 2023, from

MLA Format

"Descriptive Methods of Research for Video Game Addiction" 05 December 2011. Web. 07 February. 2023. <>