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How does video game violence
affect children?
By Tristan Nunnally and Jeff Gascot
Procedure
• 4 children between the
ages of 7-10
• Interact with each other
in a “greeting room”
• Then separate into
groups one violent and
one non-violent video
game group
Procedure Continued…
• Groups played 2 games,
each for 30 minutes
• Group A played MK
“Deadly Alliance” and
Max Payne on Xbox
• Group B played Shrek 2
and Midnight Club 2 on
Playstation 2
Participants
• 2 males and 2 females
• 2 siblings were from Hispanic middle class
household
• 2 siblings were from African American
middle class household
Group A Observations
• Male became excited
by “bullet time”
feature of Max Payne
• Female would sway
controller as if her
movement would
control character
Group B Observations
• Female became
frustrated with
difficulty of Shrek 2
• Both infatuated with
sounds and fast action
of Midnight Club 2
Post Game Play Observations
(Back 2 The Greeting Room)
Males
Females
• Talked excitedly about
• Spoke about the games
MK, Max Payne, and
Midnight Club 2
• Both started racing
around the room
making car sounds
from MC2
they played for a small
time
• Began watching Nick
while the boys were
racing around room
Our Results
• Mimics of movements
• Mimics of sounds
• Mimics of sayings:
Scorpion “Get over here”
Conclusion
• We failed to see any positive correlation
with violent video games and extreme
aggressive behavior, the actual numbers of
aggressive occurrences linked to these
“violent” video games are still substantially
disproportionate.