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Abstract

This experiment explores the relationship between the computer games and
aggressiveness. 24 participants are randomly assigned to play computer games in two
categories; violent games and non violent games. After playing those games for certain
amount of time we measure aggressiveness and found playing violent computer games
cause’s people to be more aggressive.

Introduction

The purpose of this research is to design an experiment to find out “Playing computer
games cases people to be more aggressive”.

Little research has been carried out into non-arcade electronic game playing as this was
originally perceived as a harmless and enjoyable pastime. However, with the increasing
popularity of computer games and participation of young people in this activity, much
concern has been expressed about the effects of these games.

Since the late 1970s when computer game playing joined television as a preferred
childhood leisure activity, one of the main concerns that has constantly been raised is
that most games feature some kind of aggression. This has led some to believe that
children become more aggressive after playing such games (Koop, 1982; Zimbardo,
1982).

Psychologists Dr Craig Anderson, from Iowa State University of Science and Technology,
and Dr Karen Dill, from Lenoir-Rhyne College, carried out two studies.

The first showed that young men who are habitually aggressive may be particularly
vulnerable to the effects of repeated exposure to violent games.

The second showed that everybody can become temporarily more aggressive after even a
brief exposure to violent games

To find whether computer games make people more aggressive or not, we have design
an experiment using randomization experimental techniques, where we have divided
computer games into different categories and assigned these games randomly to
different groups of people ages from 7 to 22 years for a period of 6 months. This
experiment has been carried out in school and college laboratories, so that the participant
will feel free during the process. After each session we have collected raw data and
processed using Deconstruction analysis techniques. We than used “independent two
sample T-test” to analyze these data to draw a conclusion of the research.

Method

Summary of Experimental Design:

Experimental design is a process in which we are concerned with the analysis of data
generated from an experiment. We have design this experiment in such a way to ensure
that the right type of data, and enough of it, is available to answer the questions of the
interest as clearly and efficiently as possible.

To achieve this one of the method we used is completely randomize technique which has
one factor and multiple units. We have divided computer games into two levels violent
and non violent, and assigned to these units. After playing these games we have
collected, tested and analyzed the data. Here we have ignored nuisance factor such as
age and gender.

To prove our hypothesis that “playing violence computer games cause’s people to be
more aggressive” we have also used Randomized block techniques. Here Computer
games are the primary factor. Age and gender used as nuisance factors. To minimize
error raise from nuisance factor we have created multiple experimental units.

This experiment was conducted for a period of six months. Raw Data collected from this
experiment has been corrected, tested and a theoretical model has been created.

Participants:

Participants in this research are aged between 7 and 22 years. Computer games are
extremely popular among young people and they are also more vulnerable. While
selecting participants we also considered their ethnicity and their current behaviors.
Gender selection also played a vital rule. Research has indicated gender differences in
computer game playing habits, with males playing more frequently than females (Kaplan,
1983; Griffiths, 1991a). Reasons for this include: the game content, in that games tend
to contain more masculine than feminine characters (Morlock et al, 1985); the nature of
the games, in that males tend to do better than females on tasks involving visual and
spatial skills (Keisler et al, 1983); and social factors – women are not encouraged to
express aggression in public and are unlikely to feel comfortable with games of combat or
war (Surrey, 1982).

Materials:

To perform this experiment we have used schools and colleges laboratories. Doing this
will minimize their anxiety and change in behavior due to environment change.

We have selected two types of games violent and non violent. Where Violent games like
Resident Evil, Wolfenstein 3D, Doom, Grand Theft Auto and Manhunt. For non violent
games we have selected Tony Hawk Pro Skater, Roller Coaster Tycoon andThe Longest
Journey.

Different types of noise making instrument, paints are also used for measuring
aggressiveness.

Procedure:

We have carried out our experiment in two steps. In first steps we have used completely
randomization techniques. Here we have created two experimental units irrespective of
age and gender. Each experimental unit has 12 participants.

Computer games has been categories into two groups, they are
1. violent
2. nonviolent

We have performed this exercise once a week for a period of two months.

In our second method we have used randomized block technique. Here participants are
first divided into homogeneous blocks before they are assigned into experimental units.
Homogeneous blocks are created based on nuisance factors age range, gender and
natural behavior (quiet or aggressive). Participants are divided into homogeneous blocks
to reduce the error created by nuisance factors.

Block Age Range in Gender natural Number of


years behavior participants
A 7-12 Boy Quiet 2 (A1,A2)
B 7-12 Boy Aggressive 2(B1,B2)
C 7-12 Girl Quiet 2(C1,C2)
D 7-12 Girl Aggressive 2(D1,D2)
E 13-17 Boy Quiet 2(E1,E2)
F 13-17 Boy Aggressive 2(F1,F2)
G 13-17 Girl Quiet 2(G1,G2)
H 13-17 Girl Aggressive 2(H1,H2)
I 18-23 Man Quiet 2(I1,I2)
J 18-23 Man Aggressive 2(J1,J2)
K 18-23 Woman Quiet 2(K1,K2)
L 18-23 Woman Aggressive 2(L1,L2)

Now from these homogeneous blocks we have created two experimental units by picking
randomly 1 participant from each block. Each experimental unit will have identical
participants.

Experimental Unit 1 = A1,B1,C2,D1,E1,F2,G2,H1,I2,J1,K1


Experimental Unit 2 = A2,B2,C1,D2,E2,F1,G1,H2,I1,J2,K2,

In this method computer games are categorized into two groups violent and nonviolent.
Here through out the experiment violent games have been assigned to experimental unit
1 and nonviolent games assigned to experimental unit 2. This exercise was carried out for
period of 4 months one hour a week.

Instructions carried out for both the method are as follows

1. if they cannot cope with the experiment then they can quit the experiment at any
time
2. during one hour if any participant feel boring playing the game then they can take
a break of quit that session
3. if they get to excited or nervous then they should take a short break

after completing a session we also ask them to do some exercise like ask them to punish
opponent by creating noise, splashing color on while wall etc.

After each session we have collected data for heart beat, blood pressure, and also
observed there behavior during playing the games.

Collected Raw data is processed by Using Deconstruction analysis techniques where

• We have used Deconstruction to break observation into components.


• We have rearranged data without fundamental changes by manipulation.
• Collated similar observations together and treated them collectively by using
Summarization.
• Aggregated data from multiple sources
• Taken specific data from the observation and creating general statement of rules
Result

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