The sample that was used for the questionniare was far too small to show a correlation relationship from the results. If this research was to be executed on a larger scale perhaps finding a more empirical causal relationship between video game and behaviour could be identified. It is worth noting that due to such a small sample of participants any of the following results are only conclusive based on the eleven participants studied, rather than applicable on a national or even international scale.
One participant's answer to question four stated that when they were younger they enjoyed copying moves from violent video games and television. This can be linked to the news story in Leicesterm as well as Bandura's Theory of Behaviour through Learning (Bandura, 1961), thus emphasising that the theory still has ecological validity forty years on, therefore meaning it can be applied to everyday life.
Another participant stated that they took their frustration out on their siblings; surely this supports Anderson's theory that violent video games increase aggressive behaviour. Furthermore, this supports Anderson and Bushman's theory that measuring aggression from video games does not need to be executed within a laboratory environment to show aggressive behaviour.
It would be foolhardy, based upon the results, to suggest those violent video games are solely responsible for increasing aggressive behaviours and cognitions. Simply because there would be an international outcry and all violent video games would be banned due to each person who is exposed becomes violent. Surely, there must be some input from the user; innate tendencies must play some part. This is shown by the varying results given in the questions four and five. If aggressive behaviour and cognitions were solely due to violent video games, the results from the study would have a unanimous result showing that all participants felt aggressive tendencies after game play. Furthermore, in everyday life, the world would be very different. The case study of the boy in Leicester, whom murdered his brother wouldn't be of a special case anymore, as it would be a growing concern of great proportions. Violent video games would cease to exist due to the psychological impact on its users.
Indeed it is important to acknowledge that question four and five ask for personal responses from the participant. Furthermorem in the brief the participant is already fully aware of why the questionnaire has been created. Thus meaning that there was experimental bias, when it came to giving their response the participants may have felt encouraged to give their responses in a particular way and make their answers conform to what they thought the answers should be. Sadly, if this is the case, this affects the validity and reliability of the results.
Although, due to ethical debate, to get informed consent before the participant answers the questionnaire, the participant must be fully aware of what they are partaking in and why the questionnaire is being executed. Due to the participant already having the knowledge of why they are partaking, it could be argued that the participant will adapt their response so that it conforms to what the participant thinks the response should be. Howeverm if the participant is misled as to why they are partaking in the questionnaire, this would be deception. If the participant were to realise that this had occured, their responses would perhaps be more valid, however, it is likely the participant will not be impressed that they had been deceived.
One of the responses to question five was "watch porn". Perhaps watching adult entertainment can be linked to the Catharsis Hypthosis (Bennett, 1997). Frustration and aggressive cognitions and behaviours that have been pent up from playing violent video game, are then released by watching the adult entertainment and thus relieving the frustration and aggression by enjoying the content.
Due to such a small sample, it is difficult to show a relationship between aggressive behaviour and violent video games. However, when the participants gave their responses to question five, there was no response suggesting aggressive tendencies or cognitions after playing a violent video game. This emphasises the earlier point that there must be some innate tendencies of the individual to suggest an extreme response to playing a violent video game.
Friday, 13 November 2009
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