I am currently writing a research paper for my ENG 102 course. The idea behind the assignment is for each student to choose a controversial topic that they will then research and develop their own argument for. The topic I chose is video games and violence. I currently have 900 words and I am hoping to nearly double this. I would like some feedback as to where I should expand my paper, as well as how to develop a better introduction/conclusion. Don't worry about the formatting of my works cited, this site seems to mess it up and I have only included the citations so that you may view the sources I got my information from. I appreciate any and all feedback.
Paper begins here:
Popular opinion suggests that video games are a leading cause of aggression among players. Evidence, on the other hand, shows that a correlation between the two does not exist. Recent studies have proven that past evidence is flawed and that video games are actually beneficial to consumers.
Mounting evidence has shown that no measurable link exists between violence in video games and the mental state of its users. 2. A study done by Andrew Przybylski, an experimental psychologist at Oxford University, found that of 217 people studied those who played the most video games were affected minimally in terms of their level of aggression (Dotinga). These findings confirm that video games do not increase violent behavior. After performing her own study, American University criminologist Joanne Savage said that "looking at the data as a criminologist, I have to say that the evidence does not demonstrate a measurable effect of any type of violent media on violent crime" (Azar). These two studies, along with many others, ultimately found that video games do not increase aggressive behavior among its players.
Also shown by research, is the fact that for a correlation to exist between video games other influential factors are required. Michigan State University communications associate professor John Sherry found this to be exactly the case. Through his own study, he found that aggression became more evident among the players when the participants were given rewards for performing violent acts in the games (Azar). This type of reward-system would create a situation in which the players might act more violently than before they played. These situations, however, are very unlikely to exist in the real world.
Before recent research surfaced to discredit them, these studies did show a correlation between violence and video games. New methodology has proven otherwise. Texas A&M International University psychologist Chris Ferguson, PhD, conducted his own research regarding this issue. He found that, "newer studies that have fixed some of the methodological issues, using well-validated outcome measures and better designs, are coming out consistently showing that there's no effect for video games (Azar). The older methodology that was being used was based on each consumer's exposure to video games and their behavior shortly afterwards. It failed to account for each individual's background and original personality (AACAP). This led to the inaccurate result that video games do affect the user's aggression level.
It has also been found that researchers in the past failed to design suitable studies due to their inability to understand video games. 1.In a Dutch study, the researchers divided participants into two groups. One group played a game called Tekken 3 and the other played Crash Bandicoot 2; the researchers failed to realize that while these games contrast in terms of violence, they also expose the user to different challenges and obstacles which taint the results of the study (LaVigne). Tekken 3 is a game in which the player participates in a mixed martial arts tournament. The fighting is highly unrealistic and very repetitive. Crash Bandicoot 2 is very different. In this game, the player is immersed in a cartoon-style world, in which he or she must move through several obstacles and enemies to reach the end of each level. Between these two games the environments, graphics, and control schemes are all very unique. In this particular study, the researchers obviously believes that video games are interchangeable with one another, this design flaw led to erroneous results.
One study that attempted to correct these design flaws was conducted by James Ivory and Sriram Kalyanaraman. They chose games that have similar styles and presentations, contrasting only in the amount of violence. Unsurprisingly, they found no significant measure of increased aggression among those who played the more violent game (LaVigne).
Contrary to popular opinion, video games have proven to be beneficial to users. A study done at Rochester found that people who play video games have a tendency to be better learners. The methodology of this study was to have individuals who played video games complete perceptual tasks, and compare their efficiency in doing so to those who did not play. The results found that those who participated in playing a game were much quicker at learning how to complete the task than those who did not (Rochester).
As well as improving learning ability, some video games also increase cognitive function. Daphne Bavelier, a research professor in brain and cognitive sciences at the University of Rochester found that, "In order to sharpen its prediction skills, our brains constantly build models, or 'templates,' of the world," she explained. "The better the template, the better the performance. And now we know playing action video games actually fosters better templates." (Rochester). This is not the only cognitive function that can be improved. Those who play video games also show improved special attention, improved ability to track moving objects in a field of distractors, and reduced impulsiveness (Gray). These are very impressive results, as video games have been viewed by many to be harmful.
As the evidence has shown, video games do not cause violent behavior among its users. Research that suggests otherwise has been proven to be highly inaccurate due to flawed methodology and the researchers' lack of understanding video games. Using new methods, it is now proven that video games are beneficial in terms of learning and cognitive function. This contrasts with what is currently held as popular opinion; this new set of research must be recognized so that society may reap the benefits of these excellent tools.
Works Cited
AACAP. "Video Games and Children: Playing with Violence." Video Games and Children: Playing with Violence
Azar, Beth. "Virtual Violence." American Psychological Association.
Dotinga, Randy. "Violent Video Games Don't Influence Kids' Behavior: Study." Consumer HealthDay
Gray, Peter. "Cognitive Benefits of Playing Video Games." Psychology Today
LaVigne, Chris. "Why Video Game Research Is Flawed." Maisonneuve
"Playing Action Video Games Can Boost Learning." NewsCenter. Rochester
video games do not cause violent behavior
Paper begins here:
Popular opinion suggests that video games are a leading cause of aggression among players. Evidence, on the other hand, shows that a correlation between the two does not exist. Recent studies have proven that past evidence is flawed and that video games are actually beneficial to consumers.
Mounting evidence has shown that no measurable link exists between violence in video games and the mental state of its users. 2. A study done by Andrew Przybylski, an experimental psychologist at Oxford University, found that of 217 people studied those who played the most video games were affected minimally in terms of their level of aggression (Dotinga). These findings confirm that video games do not increase violent behavior. After performing her own study, American University criminologist Joanne Savage said that "looking at the data as a criminologist, I have to say that the evidence does not demonstrate a measurable effect of any type of violent media on violent crime" (Azar). These two studies, along with many others, ultimately found that video games do not increase aggressive behavior among its players.
Also shown by research, is the fact that for a correlation to exist between video games other influential factors are required. Michigan State University communications associate professor John Sherry found this to be exactly the case. Through his own study, he found that aggression became more evident among the players when the participants were given rewards for performing violent acts in the games (Azar). This type of reward-system would create a situation in which the players might act more violently than before they played. These situations, however, are very unlikely to exist in the real world.
Before recent research surfaced to discredit them, these studies did show a correlation between violence and video games. New methodology has proven otherwise. Texas A&M International University psychologist Chris Ferguson, PhD, conducted his own research regarding this issue. He found that, "newer studies that have fixed some of the methodological issues, using well-validated outcome measures and better designs, are coming out consistently showing that there's no effect for video games (Azar). The older methodology that was being used was based on each consumer's exposure to video games and their behavior shortly afterwards. It failed to account for each individual's background and original personality (AACAP). This led to the inaccurate result that video games do affect the user's aggression level.
It has also been found that researchers in the past failed to design suitable studies due to their inability to understand video games. 1.In a Dutch study, the researchers divided participants into two groups. One group played a game called Tekken 3 and the other played Crash Bandicoot 2; the researchers failed to realize that while these games contrast in terms of violence, they also expose the user to different challenges and obstacles which taint the results of the study (LaVigne). Tekken 3 is a game in which the player participates in a mixed martial arts tournament. The fighting is highly unrealistic and very repetitive. Crash Bandicoot 2 is very different. In this game, the player is immersed in a cartoon-style world, in which he or she must move through several obstacles and enemies to reach the end of each level. Between these two games the environments, graphics, and control schemes are all very unique. In this particular study, the researchers obviously believes that video games are interchangeable with one another, this design flaw led to erroneous results.
One study that attempted to correct these design flaws was conducted by James Ivory and Sriram Kalyanaraman. They chose games that have similar styles and presentations, contrasting only in the amount of violence. Unsurprisingly, they found no significant measure of increased aggression among those who played the more violent game (LaVigne).
Contrary to popular opinion, video games have proven to be beneficial to users. A study done at Rochester found that people who play video games have a tendency to be better learners. The methodology of this study was to have individuals who played video games complete perceptual tasks, and compare their efficiency in doing so to those who did not play. The results found that those who participated in playing a game were much quicker at learning how to complete the task than those who did not (Rochester).
As well as improving learning ability, some video games also increase cognitive function. Daphne Bavelier, a research professor in brain and cognitive sciences at the University of Rochester found that, "In order to sharpen its prediction skills, our brains constantly build models, or 'templates,' of the world," she explained. "The better the template, the better the performance. And now we know playing action video games actually fosters better templates." (Rochester). This is not the only cognitive function that can be improved. Those who play video games also show improved special attention, improved ability to track moving objects in a field of distractors, and reduced impulsiveness (Gray). These are very impressive results, as video games have been viewed by many to be harmful.
As the evidence has shown, video games do not cause violent behavior among its users. Research that suggests otherwise has been proven to be highly inaccurate due to flawed methodology and the researchers' lack of understanding video games. Using new methods, it is now proven that video games are beneficial in terms of learning and cognitive function. This contrasts with what is currently held as popular opinion; this new set of research must be recognized so that society may reap the benefits of these excellent tools.
Works Cited
AACAP. "Video Games and Children: Playing with Violence." Video Games and Children: Playing with Violence
Azar, Beth. "Virtual Violence." American Psychological Association.
Dotinga, Randy. "Violent Video Games Don't Influence Kids' Behavior: Study." Consumer HealthDay
Gray, Peter. "Cognitive Benefits of Playing Video Games." Psychology Today
LaVigne, Chris. "Why Video Game Research Is Flawed." Maisonneuve
"Playing Action Video Games Can Boost Learning." NewsCenter. Rochester