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Playing Computer Games Causes People To Be More Aggressive

Abstract

This experiment explores the relationship between computer games and

aggressiveness. 24 participants are randomly assigned to play computer games in

two categories; violent games and nonviolent games. After playing those games

for a period of two months, we measure aggressiveness and came to a conclusion

that “Playing Violent Computer Games Cause’s People To Be More

Aggressive.”

Ripa Pandit
ec09570@dcs.qmul.ac.uk
Exam No: 090447172
Queen Mary University of London
27 November 2009

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Introduction

The purpose of this research is to design an experiment to find out “Playing Computer Games

Causes People to Be More Aggressive”. We are going to consider the hypothesis that

“Playing Violence Computer Games Cause’s 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

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To find whether computer games cause people more aggressive or not, we have design an

experiment using randomization experimental techniques, where we have divided computer

games into two categories and assigned these games randomly to different groups of people ages

from 7 to 22 years for a period of 2 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.

“Independent Two Sample T-test” method is used to analyze these data to draw a conclusion of

the research.

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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.

Our Choice of experimental design is Between-Subjects because we are going to treat two

experimental units with two different types of game and then compare the result.

To prove our hypothesis that “Playing Violence Computer Games Cause’s People To Be More

Aggressive” we have used Randomized block techniques. We used Randomized block

techniques to overcome the nuisance factors like age range, Gender, nature of participant which

has a significant impact on the Result

In this techniques participant are grouped into homogenous block based on age range, Gender,

Nature of participant. By selecting participant randomly from the homogeneous blocks we

created two experimental units each with 12 participants. Type of the game is used as a treatment

which is our independent variable. In our experiment aggression rate is dependent variable.

This experiment was conducted for a period of two months. Raw Data collected from this

experiment has been corrected, analyzed and tested to prove the hypothesis.

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Participants:

Participants in this research are aged between 7 to 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).

Materials:

To perform this experiment we have used schools and colleges laboratories. This will minimize

their anxiety and change in behavior due to environment change. We have selected two types of

games violent and nonviolent. For violent games we have selected Resident Evil, Wolfenstein

3D, Doom, Grand Theft Auto and Manhunt. For non violent games Tony Hawk Pro Skater,

Roller Coaster Tycoon and The Longest Journey has been selected. Different types of noise

making instrument, paints are also used testing aggressiveness.

Procedure:

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 nature of participant that is aggressive or non-

aggressive. Participants are divided into homogeneous blocks to reduce the error created by

nuisance factors.

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Table 1
Participant distribution

Block Age Range in Gender Nature of Number of


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

Note: In the above table we created 16 homogeneous blocks of two participants.


In each block participants are identical based on their age range, gender and nature.
We numbered each participant along with their block name that is participant A1 belongs
to Group A.

Now from these homogeneous blocks we have created two experimental units by picking

randomly one participant from each block. Each experimental unit will have identical

participants by their age range, gender and Nature.

Experimental Unit 1 = A1,B1,C2,D1,E1,F2,G2,H1,I2,J1,K1,L1

Experimental Unit 2 = A2,B2,C1,D2,E2,F1,G1,H2,I1,J2,K2,L2

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

two months one hour a week.

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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 or quit that session

3. If they fell to excited or nervous then they should take a short break

After completing a session we also ask them to do some exercises like to punish opponent by

creating noise, splashing color on white wall etc.

After each session we have collected data for heart beat, blood pressure, and also observed their

behavior during and after 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

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Result

Choice of statistical criterion level:

Based on the following statistical Criteria we are going choose our Statistical analysis

• Observations were independent

• Sample data we have collected have normal distribution

• Different groups have homogeneous variance

Choice of statistical analysis:

To analyze and draw a conclusion from the data collected during our experiment, we have used

parametric test procedure using “Independent Two-Sample T-Test” method.

In our experiment types of games used as Independent variable and aggression rate used as

dependent variable. To make conclusion that playing violent computer games causes people to

be more aggressive we have used two hypotheses.

First we have assume Null hypothesis where

Ho: µ (violent games) = µ (nonviolent games)

That is aggression rate of experimental unit 1 = aggression rate of experimental unit 2

In alternative hypothesis “playing violent computer games causes people to be more aggressive”

H1: µ (violent games) > µ (nonviolent games)

That is aggression rate of experimental unit 1 > aggression rate of experimental unit 2

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Here experimental unit 1 played violent games and experimental unit 2 played non violent

games.

Data collected during experiment refined, organized and presented in the following table

Table 2
Collected data

Experimental Unit 1 Experimental Unit 2


Participants Aggressive Rate % Participants Aggressive Rate %
A1 70.00 A2 55.00
B1 72.00 B2 56.00
C2 65.00 C1 48.00
D1 67.00 D2 49.00
E1 75.00 E2 57.00
F2 78.00 F1 59.00
G2 66.00 G1 55.00
H1 68.00 H2 56.00
I2 74.00 I1 56.00
J1 77.00 J2 58.00
K1 64.00 K2 53.00
L1 65.00 L2 54.00
Mean 70.08 Mean 54.67
Note: this table contains aggression rate measured during our experiment.

Mean values obtain from the table above shows that experimental unit 1 has greater aggressive

rate than experimental unit 2. This result rejects null hypothesis and provide a strong support to

our hypothesis.

From the data collected during our experiment we can draw a conclusion that “Playing Violent

Computer Games Causes People To Be More Aggressive.”

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Reference

Web Pages:

Dr Craig Anderson, Iowa State University of Science and Technology and Dr Karen Dill,
from Lenoir-Rhyne College, 2000. Web. Retried November 10, 2009 from
http://news.bbc.co.uk/1/hi/health/720707.stm

Kaplan, 1983; Griffiths, 1991a. Web. Retrieved 15 November, 2009 from


http://www.homeoffice.gov.uk/rds/pdfs/occ72-compgames.pdf

Koop, 1982; Zimbardo, 1982. Web. Retrieved November 07, 2009 from
http://www.sciencedirect.com

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