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Research Methods, Essay Example
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Violent video games could be interpreted as providing a training and influence on those who spend time and energy playing them. The amount of time spent playing video games could show an increase in aggressive behavior and a propensity to negatively influence the achievement in academic settings. Based solely on interpreting correlations the more time spent playing video games which represent deviant behavior shows a direct influence on interpretation and actions of the user to utilize negative behavior in real life circumstances while also negating the need to achieve academically.
Concluding that this was an experimental finding there are potentially two sources of bias due to the fact that in the realm of experiments it is not the goal to prove something true but to prove that it is not false. In this regard the assumptions of correlation including the propensity of aggressive behavior and negative academic achievement are based upon the time spent on violent and deviant behavior themed video games.
The experiment is broken down into two parts. The first is time. The amount of time spent outside of pursuing academic achievement can lead to lower academically based results whether it be basket weaving or video games. The secondary portion is connecting the level of violence of the video game and the aggressive behavior outside of the video game in a corollary fashion. This could be traced back to multiple origins but first the predisposition of choice for the violent game could come under review. If a person enjoys violent behavior they could possibly chose a game reflecting that desire just as a person that enjoys fishing or football would choose a simulation of that extracurricular choice.
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