The Effects of Video Games on Teenagers' Psychology and Academic Performance
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This research explores the impact of video games on teenagers' behavior and cognitive performance in schools. It analyzes data from a sample of 500 male and female students, finding that video games have significant effects on behavior but no direct correlation with academic performance.
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Running head:Professional Research and Communication1 The cause and effect of video game on psychology and academic performance of teenagers Author Name(s), First M. Last, Omit Titles and Degrees Institutional Affiliation(s) Author Note Include any grant/funding information and a complete correspondence address.
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Running head:Professional Research and Communication2 Abstract The advent of electronics and computers have made the emergence of electronic games more popular in some decades which has attracted many teenagers to this lucrative source of entertainment. This paper was conducted to determine the effects these emerging video games have on the children in terms of their behavior and cognitive performance in schools and some in some settings. The research took an empirical approach and sampled a total of 500 males and female students who were a teenager. This was done in a random manner in Federation secondary school in Australia. The questioned designed by the team was filled by the parents of the students at the end of the month. The performance of the students and their general behavior was monitored using the patterns created by video games. The data was analyzed in SPSS by using the descriptive statistics formulae to get the contingency coefficient for the data analysis. The results show very stranges insights as it shows that all the student somehow are interested in video games and 80% of the sample population have somehow interacted with video games before once in a while. The data also shows that female teenagers enjoyed the games more often especially those whose mothers were a bit older compared to their counterparts whose mothers are a bit young. The data also shows those males whose mother are housewives and in possession of some handheld device played more games and was more aggressive compared to others. The females who often played these video games registered a strange result in their normal behavior and mental status. The data shows that both genders has symptoms of always overshooting and overreacting in situations. The video games thus form the research has some significant effects on the behavior of the teenager but has no direct correlation on their performance in school. The social determinant of health playa a significant effect on teens playing games ability.
Running head:Professional Research and Communication3 Keyword: Education status; Students; Adolescents; Video Games Introduction The lucrative business of video games has seen a surge of companies devoted to the creation of these innovative games. Some companies have specific personnel who are tasked with the innovation and creation of these video games(Holley, 2019). In their research, (Ferguson et al., 2016)asserted that even though the companies have been proactive in the creation of this games, it is evident that these companies have also been on the forefront in warning the parents of the potential harms these video games may have on the kid's behavior. The public has been put on alert of the potential health hazards that the video games may have on the safety of the public. The companies have also raised red flags on the alarming number of people who subscribed to these video games especially teenager who are clearly supposed to be guided on the effects these games may have on their well being. The very first computer game to hit the electronic market was the Tennis games which were very popular among the geek's community. With the advent of the PC revolution, there was an increase in the number of families who could own computers. The breakthrough of the first PC games made the content creator have dedicated teams tasked with coming up with new hardware and software designed to make the whole user experience of playing these games more quality(Brown, 2018). (Cunningham, 2018)in his paper reveals the target population the content creator shifted from the adults to the adolescents being more research indicating the teenager played video games more often than the adults. These companies devoted to research and development team to dedicate their efforts to coming with innovative games both in software and hardware that
Running head:Professional Research and Communication4 appeal .to the new market. Companies, therefore, spend more time and money innovating on video games. This explains the surge in the number of games tagged video games on the Internet. According to(Gabbiadini & Riva, 2018), the video games have been reported to have attracted the teenager due to great multimedia used in these games. The features of these games are not only amusing but also astonishing, to say the least. The effects of these video games have according to research have shown some mixed effects. In his paper,(Moyer, 2019)confirmed that these video games consume a lot of time of this teenager, time which if put well into constructive efforts of schoolwork can improve their performance exponentially.(Giancotti, Fusco, Rodio, Capranica, & Cortis, 2018)in their research paper have revealed that these video games have the potential to cause disorder to the teens. They further asserted that more pathological signs are witnessed among teens who play a lot of video games, with 8%-15% of the video game player estimated to suffer from pathological disorders. There is however less evidence to make the conclusion more objective. According to(Jin Ha Lee, Clarke, Hyerim Cho, & Windleharth, 2017), provide a rather twisting finding as they have asserted that these video games have contributed to the positive development since teenager who played a lot of video games improve in their confidence levels and became more aggressive in different situations. Little work has been done to find any correlation between playing these games and their effect on the general school performance of the teenager under questions. The aim of this research was to bridge the knowledge gap and provide a rather empirical study on the relationship between video games and the school performance of the teenager who play the games.
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Running head:Professional Research and Communication5 Literature Review The industry of gaming started in the humble beginning back in the year 1972 when the first ever games became mainstream. It was a simple game named Pong, where the player is given the challenge to hit an electronic ball using the electronic paddles. This simple concept opened the doors to the industry which is now valued as multi-billion. In a less time frame of 30 years, the industry has grown with numerous injuries have been established in the idea of making games. Content creators have also mushroomed with new innovation hitting the market very frequently(Scharper, 2018). The general increase in computing powers enabled the computer ability to process graphics to increase exponentially. This made graphics involving violate graphics to have their way into the business of video games. This era of microprocessor saw more desktop based video games and those handled on the devices to mushroom. Manufactured continued to innovate on the more violate games as research shown that such violence based games sold very well (O’Dwyer, Carson, & Gilmore, 2009). The number of video games with some level of violence in them increased as about 80% of the game has some violence in them with 45% of them have very serious violence in them. According to(Markey & Ferguson, 2017), the teenager had more preference for games that had more violence in them as opposed to those with less violence. This has made violence as the most prevalent theme among these video games. The companies behind these video games have been on the frontline marketing these games to the teenager. The industry has no clear crossfade between what is defined as violent and opposed to those defined as public(Griffiths, Kuss, & de Gortari, 2013). The regulatory body in the film and entertainment industry have not been able to
Running head:Professional Research and Communication6 identify any violence in the game hence more companies continue to get licenses(Verheijen, Burk, Stoltz, van den Berg, & Cillessen, 2018). Research has shown that as the financial aspect of the games increases, so as the time spent on them. In the early ‘80s, the teenager spent averagely 5 hours per week playing video games. The number has doubled since in the late ’90s with an average of 7 hours is spent by the teenager to play video games(Dhiaa & Tawfeeq, 2016). According to(Hodge, Taylor, & McAlaney, 2019), the average teenager in 2019 spend averagely 12 hours a week on the contents from various video games both using their desktop computer and using their smartphones. The smartphone revolution has made the games more accessible to the teenager. The processing power of the handheld devices has also doubled every year making them more capable to present 3D based games onto the handled devices(Fitzpatrick, 2018). On the matter of supervision and parental control, it is evident from the paper(Zhong, 2019)has shown that very little parental control has been practiced in limiting them. A survey by (Bąska, Pondel, & Dudycz, 2019)has revealed that about 80% of the parent surveyed don’t put any restriction of the kind of media and application have accessed to when they use their phones, which they often do(Wu, Lei, & Ku, 2013) The effect of these video on teens have so robust researcher dedicating their time and effort to find any correlation the video games have on the distorted teenager’s behavior. (Chuang, Lee, & Chen, 2010)revealed in their paper that video games have some effects on the teenager aggressive and those teenager who had much exposure to video games of varying content exhibited high aggression in situations and majorly overreact to situations as compared to their counterparts with less exposure to the video games.(O’Dwyer et al., 2009)further
Running head:Professional Research and Communication7 asserted that some teenager has issues with disorder such as mental issues due to their prolonged exposure to the violent video games. This is majorly attributed to the male in this category. It is, however, important to note there is an insignificant empirical study done to confirm their hypothesis(Simons et al., 2015). Despite the numerous research devoted to the subject of video games and their general effects on the teenager, less research has been made more specifically on the effect of the video games on the performance of the teenager. This has led to the team to conduct the research to find any correlations that exist between the teenager performance and the exposure to video games based on gender.
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Running head:Professional Research and Communication8 Methodology Research process The research followed the following process as shown below Research questions To fully conduct the research, the following questions were introduced at the initial phases of the research 1)What are the mental effects of video games on a teenager? 2)Is there a correlation between teenager school performance and video games exposure? 3)How do video games contribute to violence in society? To assure the above questions, the researcher formulated the following objectives to guide the study.
Running head:Professional Research and Communication9 General Objective: To find out the relationship between school performance and video games among teenager Specific objectives 1)To find out the effects of video games on teenagers 2)To review the literature on the current video games violence effects on teenagers 3)To observe the behavior of kids understudy for any anomalies in behavior Participants This research involved the study of the student in Federation secondary school where 500 teenagers were observed and their data from their academics analyzed. The following data collection methods were used in the study Data collection methods Collection of data is a was conducted using the following methods Observations The teenager under study was keenly observed for any anomalies in their behavior before and after exposure to video games materials Questionnaire Close end questions were designed to aid in gathering data from the parents of the teenager and from the teacher of the teenager under the sample. Interview
Running head:Professional Research and Communication10 The interview was used to gather extra information which could not be captured by the closed end questions. The interview was designed for use to sample 10 teacher and 10 parents who are selected randomly. Literature review Currently scholarly article and paper was s secondary source of data as it enabled the researcher to gather enough data from what the scholar has so far done in relations to the subject.
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Running head:Professional Research and Communication11 Results and analysis The response rate stood at 98%( 47 out of the 50 parents). The table below shows the average age of the teenager with their parents. The number of siblings and their grades and BMI. It is evident from the result that 80% of the parents from the sample at least had a college diploma. Most of the wives under study were housewives with 50% of the time father being in non- governmental carriers. The data also shows a majority of the teenager under study was the firstborns in their families as shown below The occupation of his parents was distributed as shown below
Running head:Professional Research and Communication12 The data show that a good number of the teens had their own personal room with a computer, television, and PlayStation and handled devices apart from the video games. From the data, only 0.5 never used video games. The statistical analysis of those using video games was at 3 hours (SD=1.8) within the male gender and female stood at 1.7 hours ( SD=1.2). The table below shows the results obtained.
Running head:Professional Research and Communication13 From the data analyses, about 60% of the teenager posses good communication skills and often conveys their problems to their parents and teachers. The mental wellbeing of the teenager was noted to be statistically in control. It is, however, important to note that 2 % of the parents sampled have generally agreed the video games have some effects on their child behavior
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Running head:Professional Research and Communication14
Running head:Professional Research and Communication15 Discussion and implication From the finding of the research, the female teenagers who had elderly mother registered more time spent on video games than their male counterparts. Again, it is evident that the majority of the teenagers under study were able to effectively communicate problems they may be facing mentally, intellectually or physically. The study has also shown that the majority of the teenager under study had normal behavioral and mental status. It is of great importance to note the presence of aggressive behavior among teenagers under study and exhibit violence while playing with their colleagues. It, therefore, implies that the usage of video games can lead to aggressive behavior later on in the player life. The research implies that teenager uses video games more often than adults or those in the adolescent's age. The results from the research further imply that the majority of the gamers had violent behavior based on the violence exhibited by the contents in the video games
Running head:Professional Research and Communication16 References Bąska, M., Pondel, M., & Dudycz, H. (2019). Identification of advanced data analysis in marketing: A systematic literature review.Journal of Economics & Management,35(1), 18–39. https://doi.org/10.22367/jem.2019.35.02 Brown, J. (2018). Is Fortnite Ruining Your Life?Scholastic Choices,34(2), 2–5. Chuang, T.-Y., Lee, I.-C., & Chen, W.-C. (2010). Use of Digital Console Game for Children with Attention Deficit Hyperactivity Disorder.Online Submission, 99–105. Cunningham, C. (2018). Unbeatable? Debates and Divides in Gender and Video Game Research. Communication Research Trends, (3), 4. Dhiaa, S., & Tawfeeq, W. A. (2016). Prevalence of exposure to violent video games and media among primary school children in Baghdad city.Tikrit Medical Journal,21(2), 128–143. Ferguson, C., Trigani, B., Pilato, S., Miller, S., Foley, K., & Barr, H. (2016). Violent Video Games Don’t Increase Hostility in Teens, but They Do Stress Girls Out.Psychiatric Quarterly,87(1), 49–56. https://doi.org/10.1007/s11126-015-9361-7 Fitzpatrick, A. (2018). Fortnite invades screens of all sizes.TIME Magazine,192(12), 56–57. Gabbiadini, A., & Riva, P. (2018). The lone gamer: Social exclusion predicts violent video game preferences and fuels aggressive inclinations in adolescent players.Aggressive Behavior, 44(2), 113–124. https://doi.org/10.1002/ab.21735 Giancotti, G. F., Fusco, A., Rodio, A., Capranica, L., & Cortis, C. (2018). Energy Expenditure and Perceived Exertion During Active Video Games in Relation to Player Mode and Gender.Kinesiology,50(1), 18–24. https://doi.org/10.26582/k.50.1.3 Griffiths, M., Kuss, D. J., & de Gortari, A. B. O. (2013). Videogames as therapy: A review of the medical and psychological literature. InHandbook of Research on ICTs and
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Running head:Professional Research and Communication17 Management Systems for Improving Efficiency in Healthcare and Social Care(pp. 43– 68). IGI Global. Hodge, S. E., Taylor, J., & McAlaney, J. (2019). It’s Doubled Edged: The Positive and Negative Relationships Between the Development of Moral Reasoning and Video Game Play Among Adolescents.Frontiers in Psychology, N.PAG. Holley, P. (2019). New York teen earns six figures from video games and related income.The Washington Post. Jin Ha Lee, Clarke, R. I., Hyerim Cho, & Windleharth, T. (2017). Understanding Appeals of Video Games for Readers’ Advisory and Recommendation.Reference & User Services Quarterly,57(2), 127–139. https://doi.org/10.5860/rusq.57.2.6529 Markey, P. M., & Ferguson, C. J. (2017). Teaching Us to Fear: The Violent Video Game Moral Panic and the Politics of Game Research.American Journal of Play,10(1), 99–115. Moyer, M. W. (2019). Yes, Violent Video Games Trigger Aggression, but Debate Lingers. Scientific American Mind,30(1), 6–8. O’Dwyer, M., Carson, D., & Gilmore, A. (2009).Marketing the SME : Innovation and Approach. Newcastle upon Tyne: Cambridge Scholars Publishing. Scharper, J. (2018). Are You Addicted to Your Phone? ...not to mention video games? (Psst: They’re designed to do just that!).Scholastic Choices,33(5), 10–15. Simons, M., Brug, J., Chinapaw, M. J. M., de Boer, M., Seidell, J., & de Vet, E. (2015). Replacing Non-Active Video Gaming by Active Video Gaming to Prevent Excessive Weight Gain in Adolescents.PLoS ONE,10(7), 1–21. https://doi.org/10.1371/journal.pone.0126023
Running head:Professional Research and Communication18 Verheijen, G. P., Burk, W. J., Stoltz, S. E. M. J., van den Berg, Y. H. M., & Cillessen, A. H. N. (2018). Friendly fire: Longitudinal effects of exposure to violent video games on aggressive behavior in adolescent friendship dyads.Aggressive Behavior,44(3), 257– 267. https://doi.org/10.1002/ab.21748 Wu, A. M. S., Lei, L. L. M., & Ku, L. (2013). Psychological needs, purpose in life, and problem video game playing among Chinese young adults.International Journal of Psychology, 48(4), 583–590. https://doi.org/10.1080/00207594.2012.658057 Zhong, R. (2019). Press “A” to Study Harder: A new video game captures the anxiety of Chinese parenting.Foreign Policy, (231), 101.
Running head:Professional Research and Communication19 Appendix A: Research Plan Gantt Chart