Video Games Impact on Teenagers Research Project

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This document presents a research project focused on analyzing the adverse effects of video games on teenagers in East London. The project includes an introduction, literature review, research methodology, data collection, analysis of results, recommendations, and a conclusion. The study uses a qualitative approach, gathering data through questionnaires from healthcare practitioners. The findings highlight the negative impacts of video games, such as violence, gambling, eating disorders, and behavioral changes, while also acknowledging some positive aspects like improved decision-making skills. The research concludes with recommendations for parents and guardians to mitigate the harmful effects of video games on teenagers.
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Research Project
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Table of Contents
INTRODUCTION................................................................................................................................5
Aim:......................................................................................................................................................5
Objectives:............................................................................................................................................5
future scope..........................................................................................................................................5
Literature review..................................................................................................................................6
Research methodology:........................................................................................................................7
Limitations............................................................................................................................................8
Ethics....................................................................................................................................................8
Resources / Sample...............................................................................................................................8
PLAN AND PROCEDURE ON GANTT CHART............................................................................10
RESEARCH CARRIED OUT...........................................................................................................10
DATA COLLECTION........................................................................................................................11
RESEARCH TECHNIQUES.............................................................................................................11
ANALYZING THE RESULTS IN TERMS OF RESEARCH SPECIFICATION.............................16
RECOMMENDATION......................................................................................................................17
RESEARCH CONCLUSION............................................................................................................17
References..........................................................................................................................................18
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Illustration Index
Illustration 1: Things that have learned by teenagers from playing video games..............................11
Illustration 2: Positive impact of playing video games on teenagers.................................................13
Illustration 3: Adverse impacts of playing video games on teenagers...............................................14
Illustration 4: Most common changes have seen in those teenagers who are playing video games. .15
Illustration 5: Ways to reduce the harmful effects of video games on teenagers...............................16
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Index of Tables
Table 1: Action plan .............................................................................................................................8
Table 2: Things that have learned by teenagers from playing video games.......................................11
Table 3: Positive impact of playing video games on teenagers..........................................................12
Table 4: Adverse impacts of playing video games on teenagers........................................................13
Table 5: Most common changes have seen in those teenagers who are playing video games...........14
Table 6: Ways to reduce the harmful effects of video games on teenagers........................................15
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INTRODUCTION
Research study is a systematic process of develop or improve new methods in any areas of
research. In this, a study has designed to answer some specific questions and meet the objectives of
the chose topic of investigation (Silverman, 2010). The present research study has based on a
scenario of video games and their adverse effect on teenagers of East London. With the help of
following investigation, the researcher will try to evaluate the impact of playing of video games on
teenagers of East London. To meet the objectives of the investigation and present the outcome of
the research, the scholar will used numerous tools and techniques. The purpose of research work is
to increase knowledge base and use it to develop a new theory for solving a problem. The selection
of subject for the research is depends on the interest on the researcher. The present study is related
to determine the adverse effects of playing video games on teenagers as well as methods to reduce
the harmful impacts (Bhattacharyya, 2009).
There are many points which make the proposed research study important and needed to
conduct. The factors which give contribution in selection the following investigation are as follows.
Personal interest: I have a personal interest in this subject because I have seen may teenagers to
playing video games on daily bases. Therefore, I want to increase the awareness in these people
towards the adverse effects of playing video games (Hartmann and Vorderer, 2010).
Available literature: During research on the proposed theme on internet, I have found that there are
lots of literatures and other material available on following topic. These secondary study material
will help me to conduct the investigation in more appropriate manner and will save my time.
AIM:
“To critically analyse the adverse effects caused by video games on teenagers in East London ”
OBJECTIVES:
To understand the role of video game in teenagers life.
To determine the adverse effect of playing video games on teenagers.
To suggest appropriate ways to overcome harmful effect of playing video games on
teenagers
FUTURE SCOPE
To carry out the following research in future, the future scholars can conduct the study on
positive impact of video games on teenagers. The reason of suggesting this areas is there are various
benefits of playing video games. Beside this, another research area may be on any kind of adverse
effect of video game on health of teens. The justification of suggesting this area is there are different
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disease which are rise due to continuous playing of video games.
LITERATURE REVIEW
Role of video games in teenager’s lifestyle
Video game is an electronic game which has prepared to increase human interaction with the
virtual devices. It is playing an important role in the life of teenagers because it encourage them to
play the games with the wining spirit. Most of the generation of present century are liking to play
video games by sitting at home rather than playing any outdoor games. The average spending time
on playing video games by teenagers is 13 hours per week which is continuously increasing with
the time (Bavelier and et al., 2011).
Adverse effects of playing video games on teenagers
From the recent analysis on teenagers, it has been found that majority of video games are
related to violence which affect the mind of teenagers while playing. McCormick, 2001 has
explored that “many of the video games are having the content of gambling, theft, drugs and
violence which is not good for the teenagers” (McCormick, 2001). By supporting the above
statement, Adachi and Willoughby, 2011 has stated that “the increase addiction for playing video
games have increased the mental work as well as stress level which is bad for teenagers” (Adachi
and Willoughby, 2011). But on the other hand, Gee, 2005 has found in research that “video gaming
has been found as a source of improving the performance of teenagers in education and solving the
different problems” (Gee, 2005). Along with this, playing video games assist the teenagers to
develop a good coordination between hands and eye while play. It help in making the child quick
learner, focus and multitasking.
Christopher, 2015 has stated “the more video game playing has raise the health issues in
adolescents such as eating disorders, sleeping disordered, backaches, eye strain, pain in hand, wrist
etc” (Christopher, 2015). In the support of above statement, Tews, 2013 has declared that “video
gaming may stop the development of different areas of brain during the teenager age which gives
the negative results” (Tews, 2013). On contrary, Hartmann and Vorderer, 2010 has explained that
the video game playing is beneficial for the adolescent to lean new things and knowledge, improve
problem solving skills, imagination and visual power” (Hartmann and Vorderer, 2010). In other
words, it can be say that it increase the interaction between the teens as well as promoting
socialization.
On the other side, Arshi, 2015 has stated that “the video games increases the aggressive
behaviour in the teens which results in some time they come at violence stage” (Arshi, 2015). This
thing has promoted the aggressive thoughts in player mind and make it isolate form society. In
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addition to this, Arshi, 2015 has explored that “video games teaches the wrong values and morals to
the adolescent such as using bad language and behaviour during making conversation or playing”
(Arshi, 2015). But Ang, 2015 has not supported the above stated statements and declared that
“playing video game is good for the brain and it improves the several skills such as good memory,
increase the decision making capabilities, formulation of effective strategies and planning etc”
(Ang, 2015).
Methods to overcome harmful effects of playing video games on teenagers
To overcome the harmful effects of video games on teenagers, the parents have to take some
important steps. According to Adachi and Willoughby, 2011 “the first step in the direction of reduce
the adverse effects of video games, the parents have to know their children very well” (Adachi and
Willoughby, 2011). If their kid is become aggressive while playing video games then don't but such
games. In the case of buying the video games, it should be check the rating of that game and ensure
the suitability of that game for the teenagers. Gee, 2005 has stated that “it is important for the
parents to make the discussion with the other parents for buy the video games” (Gee, 2005). It is a
good way to learn about the games and made the easy control over harmful effects of playing video
games on teenagers.
RESEARCH METHODOLOGY:
In the following section, the numerous types of research methodology will be explain by the
scholar to address the whole research. The purpose of using various research methods by the
investigator is to achieve aim and objectives of proposed study (Denzin and Lincoln, 2005). The
present research has related to understand the adverse impact of playing video games on teenager of
East London. For this, the research will use positivism research philosophy because the entire
research will be conducted on formulated objectives (Green, Camilli and Elmore, 2012). The
descriptive research design will be used by the researcher because scholar will used interview or
survey method to address the theme of research. Inductive research approach will preferred by the
investigator because of to achieve the objectives of present study without using hypothesis. The
research type used by the investigator has been qualitative technique to gather the primary data and
develop the research objectives (Miller and et. al., 2012).
Research strategy: It is an activity which is needed to be carry out to ensure the availability of the
required resources to complete the entire investigation in given time duration. The research strategy
used by the researcher for the following study will questionnaires because of collection of primary
data. The whole investigation and the outcome will be based on primary data because it will help in
achieving the objectives and aim of proposed study (Gast and Ledford, 2009).
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LIMITATIONS
The current research study is associated with different limitations which can affect the final
findings and results. Major limitation is relevant to the lack of time, experience and money. But,
researcher has followed appropriate strategies for managing all resources. Along with this,
unavailability of literature is also very critical limitation for researcher. But, author has applied
advanced research for getting relevant data on current subject.
ETHICS
Ethical completion of investigation is one of the major requirements of every research.
There are different research issues which can affect the whole research process. Study has collected
information using primary investigation so, safety and security of personal information of each
participant is one of the major ethical issue for current investigation. For resolving this issue
researcher needs to assure about the use of only those information which are required for attaining
research aim and objectives. Along with this, plagiarism and manipulation of data is also considered
as ethical issue for research. Regarding this, researcher has used appropriate number of references
and citation of each articles.
RESOURCES / SAMPLE
Sampling:
Sampling is used to obtain a sample from the given population size for conducting a survey.
The group or a unit who are being a part of the investigation have represent particular universe. For
the proposed, the random sampling will be used by the researcher. The reason of selecting this
method is it will provide the equal opportunities to health care practitioners of East London and
being a part of investigation. The selected respondents for the research will 30 health care
practitioners of East London (Daniel and Sam, 2011).
Resources
Questionnaire
Demographic information
Name:________________
Age: ____________________
Gender: __________________
1. Do you think that video games are the sources of entertainment for teenagers?
Yes
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No
Might be
2. What things have learned by teenagers from playing video games?
Gambling
Theft
Drugs
Violence
3. According to you, which types of impact made by video games on teenagers?
Positive
Negative
Don't idea
4. What are the positive impact of playing video games on teenagers?
Increase decision making skills
Sharp memory
Development of soft skills
Increase the interaction between the players
Promoting socialization
5. What are the adverse effect of playing video games on teenager’s health?
Eyesight problem
Increase stress level
Obesity
Eating disorders
Sleeping disorders
Stop development of different areas of brain
6. According to you, which is the most common changes have seen in those teenagers who are
playing video games?
Bullying
Criminal assaults
Theft
Murder
Physical fighting behaviour
7. What are the ways to reduce the harmful effects of video games on teenagers?
Monitoring the activity of teenagers
Promote outdoor games
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Providing guidance
Set limits of playing
8. Please provide your important suggestions which help in create the awareness in the teenagers
regarding adverse effects of playing video games.
____________________________________________________________________
PLAN AND PROCEDURE ON GANTT CHART
Table 1: Action plan
Activities/Duration in weeks 1 2 3 4 5 6 7 8 9 10
Identification of research problem
Aim and objectives formulation
Define the purpose of the research
Literature review
Developing and Administering the questionnaire
Writing the research methodology
Data collection and analysis
Interpretation of outcome
Conclusion and recommendations
Submission of report
Modifications in the study according to the
feedback
Resubmission of report
RESEARCH CARRIED OUT
For conduct the following study, the action plan has adopted by the researcher because of
meet the objectives of the research. As per this plan, the scholar has made the contact with the
various health care practitioners of East London. After this, the investigator has explained the
purpose of his study and then collect the mail ids of those health care practitioners. After getting the
responds of the respondents, the scholar has analysed the data with the help of different tools and
techniques (Easterby-Smith, Thorpe and Jackson, 2008). Beside this, to get more accurate outcome
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from the following investigation, the researcher has also taken the help of secondary data.
DATA COLLECTION
Data collection method: Data collection is an important part of the research where it is
used to take some important decisions regarding analysis of data. There are two methods of
data collection on the specific subject: primary and secondary. Primary data collection
method has used to obtain fresh, new and first hand data. On the other hand, secondary data
collection method has assist researcher in carry out the investigation in the right direction.
The inform which has collected from that method has support the research to meet the
objectives (Cooper, Hedges and Valentine, 2009).
Collection of data and its representation: For collecting the data for research, the
researcher will use questionnaire method. In this, he will collect the mail ids of all health
care practitioners and send the questionnaire on their mail address. After this, he will gather
the responses and analyse it. For representing the findings, the researcher will use graphs
and tables (Mackey and Gass, 2013).
RESEARCH TECHNIQUES
Theme 1: Things that have learned by teenagers from playing video games
Table 2: Things that have learned by teenagers from playing video games
What things that have learned by teenagers from playing video games? Frequency
Gambling 9
Theft 5
Drugs 6
Violence 10
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Findings: From the above table, it has found that according to 10 respondents, the teenagers have
learned violence from video games. Other than this, 9 respondents have voted in the favour of
gambling and rest have supported the other options.
Theme 2: Positive impact of playing video games on teenagers
Table 3: Positive impact of playing video games on teenagers
What is the positive impact of playing video games on teenagers? Frequency
Increase decision making skills 10
Sharp memory 7
Development of soft skills 4
Increase the interaction between the players 3
Promoting socialization 6
12
Gambling Theft Drugs Violence
0
1
2
3
4
5
6
7
8
9
10
Things that have learned by teenagers from playing video games
Frequency
Illustration 1: Things that have learned by teenagers from playing video games
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Findings: From the above table, it has been explored that 10 respondents have voted in the favour
of increase decision making skill which is the positive impact on video game on teenagers.
According to 7 responders, they think that by playing video games, it help in building sharp
memory. Beside this, 6 responsive supported promoting socialization and rest have voted in the
favour of other options.
Theme 3: Adverse impacts of playing video games on teenagers
Table 4: Adverse impacts of playing video games on teenagers
What is the adverse effect of playing video games on teenagers health? Frequency
Eyesight problem 4
Increase stress level 3
Obesity 5
Eating disorder 9
Sleeping disorder 6
Stop development of different areas of brain 3
13
Increase decision making skills
Sharp memory
Development of soft skills
Increase the interaction between the players
Promoting socialization
0 2 4 6 8 10 12
Positive impact of playing video games on teenagers
Frequencey
Illustration 2: Positive impact of playing video games on teenagers
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Findings: From the above table, it has found that the major adverse impact of playing video games
on teenagers is eating disorders which has supported by 9 respondents. On the other hand, 6
responsive have voted for sleeping disorder and 5 have in the support of obesity. The rests have
chosen the other options as an adverse effect of playing video game on teenagers.
Theme 4: Most common changes have seen in those teenagers who are playing video games.
Table 5: Most common changes have seen in those teenagers who are playing video games
According to you, which is the most common changes have seen in those teenagers
who are playing video games? Frequency
Bullying 7
Criminal assaults 6
Theft 4
Murder 5
Physical fighting behaviour 8
14
Eyesight problem
Increase stress level
Obesity
Eating disorders
Sleeping disorders
Stop development of different areas of brain
0 1 2 3 4 5 6 7 8 9
Adverse effect of playing video games on teenagers health
Frequency
Illustration 3: Adverse impacts of playing video games on teenagers
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Findings: The above table has related to most common changes which are generally seen in the
teenagers who are playing video games. In this context, 8 respondents have voted in the support of
increase physical fighting behaviour in teens. Beside this, according to the 7 responses, it has found
that bullying is a common change in behaviour of teens after playing video games. On the other
hand criminal assaults option has supported by 6 respondents.
Themes 5: Ways to reduce the harmful effects of video games on teenagers
Table 6: Ways to reduce the harmful effects of video games on teenagers
What are the ways to reduce the harmful effects of video games on teenagers? Frequency
Monitoring the activity of teenagers 8
Promote outdoor games 10
Providing guidance 6
Set limits of playing 6
15
Bullying
Criminal assaults
Theft
Murder
Physical fighting behaviour
0
1
2
3
4
5
6
7
8
Most common changes have seen in
those teenagers who are playing video games
Frequency
Illustration 4: Most common changes have seen in those teenagers who are playing video
games
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Findings: The following table has define the methods to reduce the adverse effects of video games
on teenagers. In this context, 10 respondents have voted for promoting the outdoor games. 8
responses in the support of monitoring the activities of teens while playing any kind of video
games. The rests have chosen the other options by which the harmful effect of video games on
teenagers can be reduced.
ANALYZING THE RESULTS IN TERMS OF RESEARCH SPECIFICATION
From the analysis of the the findings, it can be concluded that violence and gambling are the
major things which are learned by the teenagers while playing video games. As per the above
discussion, it has been found that by playing video game, it help in bring the improvements in the
decision making skills and gain a sharp memory in a teenagers. Rather than these, it is also help in
increase the interaction between the teens while playing which promote socialization. After analysis
of the above responses, it has been found that eating disorder, sleeping disorder and obesity are the
major harmful impact of video games on teenagers. These impacts are easily seen in the teens and
take very short duration of put the negative impact on health of adolescent.
From the above analysis it has been explored that the most common changes which have
seen in teenagers while playing video games are criminal assaults, bullying and physical fighting
behaviour. These all things are making the negative impact on behaviour of teens. After analysing
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Ways to reduce the harmful effects of video games on teenagers
Monitoring the activity of
teenagers
Promote outdoor games
Providing guidance
Set limits of playing
Illustration 5: Ways to reduce the harmful effects of video games on teenagers
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the above findings, it has been concluded that by monitoring the teenager’s activities and promoting
outdoor games, it can be easy for the parents to overcome the chances the adverse effects of video
games on teenagers.
RECOMMENDATION
Monitor the teens while they are playing video games.
Develop new methods which attract the attentions of teenagers from all the time playing
video games.
By setting the time limits of video game playing, the chances of adverse effect can be
reduced.
Always check the ratings of video games to know violence and other aggressive contents of
the games before buying.
RESEARCH CONCLUSION
The selection of the research evaluation technique has based on the nature of the
investigation and its subject. There are two methods for research evaluation: qualitative and
quantitative method. For the proposed study, the researcher has collected qualitative data during the
research and to analyse it, the thematic method has preferred to evaluate the adverse effects of
playing video games on teenagers (Silverman, 2010).
Beside this, the selected sample size have suitable for the proposed research and it represent
the chose population segment. All the ethical issues have considered during study and try to solve
them. The limitations which have faced by the researcher during research are lack of resource,
improper and incomplete responses of the respondents, limited time etc. To overcome these
limitations, the different tools has been used by the scholar such as time management system, using
the budgetary system for allocation of funds etc (Bhattacharyya, 2009).
From the above research, it has been concluded that although video game is an entertainment source
but it has made the highly adverse effects on teenagers of East London. There are various serious
diseases and change in behaviour occur in teens while playing video games. Therefore, it is
important to determine the ways by which the adverse impacts can be reduced on adolescent.
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REFERENCES
Books and Journals
Adachi, P, and Willoughby, T., 2011. The effect of violent video games on aggression: Is it more
than just the violence?. Aggression and Violent Behavior. 16(1). pp. 55-62.
Bavelier, D. and et al., 2011. Brains on video games. Nature Reviews Neuroscience. 12(12). pp.
763-768.
Bhattacharyya, K. D., 2009. Research Methodology. Excel Books India.
Cooper, H., Hedges, L. V. and Valentine, J. C., 2009. The handbook of research synthesis and meta-
analysis. Russell Sage Founation.
Daniel, S. P. and Sam, G. A., 2011. Research Methodology. Gyan Publishing House.
Denzin, N. and Lincoln, Y., 2005. Handbook of Qualitative Research. 3rd Edition. Thousand Oaks:
Sage.
Easterby-Smith, M., Thorpe, R. and Jackson, P.R. 2008. Management research. London: SAGE
Publications Ltd.
Gast, D. L. and Ledford, J. R., 2009. Single subject research methodology in behavioral sciences.
Routledge.
Gee, P., 2005. Why video games are good for your soul: Pleasure and learning. Common Ground.
Green, J. L., Camilli, G. and Elmore, P. B., 2012. Handbook of complementary methods in
education research. Routledge.
Hartmann, T, and Vorderer.P., 2010. It's okay to shoot a character: Moral disengagement in violent
video games. Journal of Communication. 60(1). pp. 94-119.
Mackey, A. and Gass, S. M., 2013. Second language research: Methodology and design. Routledge.
McCormick, M., 2001. Is it wrong to play violent video games?." Ethics and Information
Technology. 3(4). pp. 277-287.
Miller, T. and et. al., 2012. Ethics in qualitative research. Sage.Pickard, A., 2012. Research methods
in information. Facet publishing.
Silverman, D., 2010. Qualitative research. Sage.
Online
Ang, J., 2015. Do video games cause more harm or good in regards to learning? [Online]. Available
through: <http://www.quora.com/Do-video-games-cause-more-harm-or-good-in-regards-
to-learning>. [Accessed on: 24th October, 2015].
Arshi, 2015. 5 Positive & Negative Effects Of Video Games On Your Teenager. [Online]. Available
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