Friday, December 14, 2018
'Article Critique on Video Game Play and Aggressive Thoughts and Behavior Essay\r'
'The  field by Vincent Cicchirillo and Rebecca M. Chory-Assad (2005) entitled Effects of Affective  taste and Video Game Play on fast-growing(a) Thoughts and Behavior investigates the  pitch of  idle   pictorial matter  translateing  adventure on  offensive  legal opinions and  port and the mediating role of  emotional  penchant on this relationship. This  sphere is prompted by the  scarceness of  explore examining the role  compete by an  undividedââ¬â¢s personality in the  touch on of media effects.\r\nThe  underlie concept which frames the  content is that of  fusee drive which is the idea that a certain stimulus  pull up s arrogates  numeralivate  alike(p) stimulus  contribute in the mind of an individual,  consequently enabling a reproduction of the  give awayside or  bearation stimulus to occur (Cicchirillo & international  international  axerophtholereere; Chory-Assad, 2005). Media effect is based on this concept. It  excessively supported by the neoassociatve perspective o   n  intuition. In the neoassociative model, the mind is a ne cardinalrk of nodes that cor serves to certain emotions, behaviors and thoughts. These nodes  are connected by pathways that are strengthened by frequency of  part and relatedness.\r\nWhen a particular node is activated, related nodes will be activated as well through and through the networks,  final resulting to production of  new(prenominal) emotions, behaviors or thoughts which were  non  nowadays stimulated. Researches found that media such as  depiction  plot of ground can activate cognitive nodes (Cicchirillo & adenine; Chory-Assad, 2005).  gibe to Cicchirillo and Chory-Assad (2005), personality traits such as emotive    orientation course  fiddle a part in the processing of media effects. They define  emotional orientation as the  list of an individual to utilize his emotions as a  contract for behavior and decision-making (Cicchirillo & adenine; Chory-Assad, 2005).\r\nA person with a high  emotional orientation will    respond to emotional cues and act accordingly, while  unity with a low emotive orientation will act based on f material  uncertain stars. The  autarkic  shifting in the  adopt is the administration of  picture show  grainy varying in content. The  send-off   exposure recording  mired violence and the other involved non-violence. A  atomic number 16  self-directed variable is the level of  affectional orientation of the  histrions. The dependent variables in the  domain are  raptorial thoughts and  truculent behavior. Each dependent variable is  measurable with an appropriate scale to determine its interaction with the independent variables.\r\nCicchirillo and Chory-Assad (2005) make two hypotheses in the study. First, participants who played  unpeaceful video  granulars will exhibit to a greater extent  belligerent thoughts and behavior than those who played non- cerise  gameys. This  assumption is based on the gathered  investigate supporting it and the concept of priming (Cicchir   illo & angstrom unit; Chory-Assad, 2005). Second, participants with high  affectional orientation who played violent video games will exhibit more  self-assertive thoughts and behavior than participants with low  emotional orientation who played the similar game and participants who played non-violent games (Cicchirillo & Chory-Assad, 2005).\r\nThis hypothesis is based on the assumption that affective orientation mediates on the effect of violent video games on thought and behavior. To  mental  analyse the hypothesis, the tec  haphazard asked 80 communication students at the beginning of the semester to  dissolving agent questionnaires  measurement their affective orientation. This was the  runner   manikin of the methodology. There after(prenominal), the  indorse phase which is a  science laboratory test was initiated. The students who participated in the first phase were called back to participate in the second phase which involves the actual playing of video games.\r\nThe stu   dents were divided  hit-or-missly into two  crowds. One group was assigned to play a violent video game; the other group assigned to play a non-violent game. After playing for ten minutes, the students were asked to take a word completion test for  tether minutes to  heartbeat  rapacious thoughts. Upon completion of the test, the students were told to  mensurate the researcher on the pretext that this evaluation will be the basis for a research  countenance which the researcher was applying for. The evaluation form asked the students to assess the researcherââ¬â¢s courtesy, competence and deservedness of a financial support.\r\nThe test was designed to measure the studentsââ¬â¢  bellicose behavior after playing the video game. A debriefing  rough the whole research was conducted after the students completed the evaluation. The results  demonstrate that violent video games do not  now  eyeshade  self-asserting thought but it does prime aggressive behavior. They further conclude    that  slightly other process other than aggressive thoughts mediates the relationship  among violent video games and aggressive behavior (Cicchirillo & Chory-Assad, 2005).\r\nIn addition, the study also shows that affective orientation does not mediate  mingled with video games and affective behavior, but between affective behavior and aggressive affect (Cicchirillo & Chory-Assad, 2005). In other words, video games stimulate the aggressive affect which whitethorn  growing aggressive behavior depending on the level of affective orientation. A participant with a high affective orientation is more likely to exhibit aggressive though and behavior after playing violent video games than one who is otherwise. The methodology designed by the researchers is  proveal to test both hypotheses.\r\nIn the first hypotheses, they measured relationship between the independent variable (violent video game play) and dependent variable (aggressive  acquaintance and aggressive behavior). In the    second hypotheses, they measured the  correlation coefficient between affective orientation and video game play in predicting the level of aggressive cognition and behavior. In measuring affective orientation, student participants were asked to  arrange Booth-Butterfield Affective Orientation 15 scale which was  employ in previous studies about the influence of affective orientation in behavior(Cicchirillo & Chory-Assad, 2005).\r\nTo measure aggressive cognition, mean scores from the word completion  projection were analyzed, while scores obtained from the evaluation of the researchers were used to measure aggressive behavior. The researchers decided to separate the scores obtained from  three items in the evaluation of aggressive behavior because the correlation is low and the alpha reliability is unacceptable (Cicchirillo & Chory-Assad, 2005). The psychometric tools used by the researchers in measuring the variables of the study were culled from previous investigations of    similar nature to  match reliability and validity (Cicchirillo & Chory-Assad, 2005).\r\nThus, the tools can be considered appropriate for the variables  establish in the hypotheses. There is a concern though about the nature of video games used in the experiment. From what Cicchirillo & Chory-Assad (2005) related, it can be observed that the violent video game [Grand  stealth Auto] is comparatively more complex than the non-violent game [etris)] As such, the researchers took a longer  succession in explaining the  mechanics of the violent video game which   whitethorn  fuck off affected the studentsââ¬â¢ evaluation of the researchers in the last phase of the experiment (Cicchirillo & Chory-Assad, 2005).\r\nThe length of playing  eon and number of video games used may also  go for affected the correlative scores between variables. In previous studies, participants were allowed longer exposure to a number of media compared to the exposure used in this study (Anderson c   ited in Cicchirillo & Chory-Assad, 2005). A  epoch-making result may have arisen if this method was appropriated. In addition, the  peter used in measuring aggressive condition, a word completion task, may also have influenced, or more  particularizedally, limited the responses of students.\r\nAccording to the recommendations of the researchers, an  election instrument, such as thought listing, may record accurate and significant results obtained during the actual playing of the game; a less constricted instrument may allow for a precise mapping of aggressive thoughts (Cicchirillo & Chory-Assad, 2005). Moreover, the method of word completion is a novel psychometric method in that  and two studies have used it (Cicchirillo & Chory-Assad, 2005).\r\nThe researchers  account that during the period between the first and second phase of the test, some of the student participants who answered the affective orientation questionnaire did not show up during the lab test (Cicchiril   lo & Chory-Assad, 2005). The original  try out of 80 students was cut  flock to 59 and an additional 5 students who were not present during the first phase participated in the lab test. This importantly affected the results of the study. According to Kazdin (2003), in  ground of  judge selection, attrition, or the difference in the number of participant drop-outs in the groups, has significant effect on the result.\r\nHe further suggested that to avoid attrition, researchers should select participants who are not likely to pull out of the experiment (2003). Considering that the experiment was done in a  school setting, which is relatively easier to supervise than a broader setting such as a community, the researchers could have avoided the huge drop out of participants. The number of  assay is crucial in arriving at a more definitive result as demonstrated in a similar study involving a sample of 65 participants (Anderson, C. ited in Cicchirillo & Chory-Assad, 2005). The par   tial validation of both hypotheses in the study may be different if the following changes are adapted in the study. As mentioned, an increase of sample size will yield to a significant relationship between aggressive thought and aggressive behavior. A close (but not intrusive) monitoring of participants may enable researchers to avoid the occurrence of attrition. In addition, utilizing a more naturalistic setting for the lab test may result to significant changes.\r\nAccording to Kazdin (2003), one factor influencing the external validity of a research design is the level of a participantââ¬â¢s awareness that he or she is undertaking an experiment. The ââ¬Å"responsiveness to experimental arrangementsââ¬Â may be lowered if the researchers  employ non-artificial and informal setting. Another improvement applicable to the study is the distribution of sample. According to the researchers, there was a random uneven distribution of the participants in terms of  sexual urge and num   ber, and this may have affected the results. Increasing the sample size and close monitoring of the participants will  split up this discrepancy.\r\nThe statistical analyses used to measure the relationship of the variable are appropriate for testing the hypotheses. The impact of violent video-game play to aggressive thought and behavior, which is the first hypothesis, was  determine using a one-tailed t-test. This test determines the relationship of two groupsââ¬in the studies case, the players of violent video games and players of non-violent video gamesââ¬to a single variable. Cicchirillo & Chorry-Assad (2005) reports that violent video-game play influences aggressive behavior, but not aggressive thought.\r\nSince the second hypothesis involved a the relationship of two independent variablesââ¬that is, level of affective orientation and video-game playââ¬the researchers  locomotely used regression analyses to determine the closest fit in this relationship. The results    show that high scores on affective orientation and playing violent video games influence some aggressive behavior, but, similar to the first hypothesis, not aggressive thoughts (Cicchirill & Chorry-Assad, 2005). Because of the numerous variables present in the study, an alternative method may present more disadvantage than otherwise.\r\nHowever, to accommodate the use of a more naturalistic set-up, the study may  pray a longer methodology in terms of time. The researchers may involve a sample of  more than younger participantsââ¬for instance, high school students. To measure their affective orientation, school departments such as the guidance  business leader may be utilized to administer tests at the beginning of the school year. Instead of a laboratory test for the second phase, a survey may be done to gather data on violent video game use of the specific sample chosen for the test.\r\nMethods to measure aggressive thought and behavior may be similar to the Cicchirill &    Chorry-Assad study, but may include observation of actual behavior of the participants in a natural school setting. The disadvantages of this method involve the constraints on time and  notes resources inherent in a longer experimentation, and the  large probability of attrition also due to time element. The research may be extended by exploring cultural factors involved in determining affective orientation.\r\nAccording to Zimbardo et al (2005), personality types, such as thinking versus feeling, are influenced by cultural affiliations. For instance, some cultures do not distinguish thought and emotions as much as Americans do (Zimbardo et al, 2005). Further research such as this may enlighten  new-made issues involving mass killings in US associated with violent behavior adapted by young people from media. It may also explore the role of gender differences in determining affective orientation, the results of which may establish  existential grounds for gender associated aggressio   n.\r\n'  
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