Preview

Recognizing problem video game use

Satisfactory Essays
Open Document
Open Document
416 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
Recognizing problem video game use
Recognizing problem video game use
In “Recognizing problem video game use” Porter, GuyStarcevic, VladanBerle, DavidFenech, Pauline. "Recognizing Problem Video Game Use." Australian & New Zealand Journal Of Psychiatry 44.2 (2010): 120-128. Psychology and Behavioral Sciences Collection. Web. 30 Sept. 2013, the author shows that video games can become an addictive pass time for some gamers, while others can spend less time at the controller.
The article tries to show how certain types of heavy gamers are effective from video games and compare them to light gaming. So the authors had created an online questioner to find the individuals that are considered to be addicted to gaming.
The survey was open to individuals aged 14, with a good under-standing of English. Participants between 14 and 18 years of age needed to have parental consent. Participants were not offered any reward for completing the survey. Names of participants and contact details such as email addresses were not recorded to ensure complete anonymity.
Identify the variable (independent, dependent, extraneous)
The independent variable is the type of game that is being most played by gamers and the dependent is the time spent playing. The extraneous variable is English-language requirement for participation in the study meant that many gamers, especially those from Asia, could not participate.

How many participants in the study?
A total of 1945 survey participants completed the survey.
What demographic information is reported?
They ranged from 14-40, single or living with a significant other, males, different continents and work back ground.
What is the hypothesis? The study hypothesized that video games are additive and it should be recognized as a mental health issue.
How was the data collected? The survey was administered using a professional online survey soft-ware program (www.questionpro.com) using a form that the authors created.
What are the results?

You May Also Find These Documents Helpful

  • Good Essays

    Video games are widely used as a source of entertainment. Video games allow a person to physically interact with a television or a computer. Although there are casual players who enjoy a game for a brief period of time, there are also people who are overly obsessed. Obsessed players continuously play with no time limits, while a typical player can control the amount of time they play. This is a video game addiction. Video games create more of an addiction than reading a book as they are difficult to quit playing and people tend to have an urge to pick the controller or keyboard back up and continue to play.…

    • 931 Words
    • 4 Pages
    Good Essays
  • Better Essays

    Bsbwor501 Case Study 3

    • 669 Words
    • 3 Pages

    Questions should be directive and closed ended. In this survey the questions asked are not directive questions, but moderately open ended questions that would discourage a user from completing the survey. When the questions are not specific it would give feedback that is not what key decision makers are seeking. The wording of the questions is equally adequate for the responses needed; but, they could be more designed to yield desired results. This method could motivates users to not only complete the survey, but also provide honest and reliable feedback.…

    • 669 Words
    • 3 Pages
    Better Essays
  • Good Essays

    Video games are a controversial topic because of people´s perspective and may cause discrepancies on how they impact gamers day-to-day, and the influence they have on their live styles. However, video games dramatically alter the lives of gamers in many different ways, such as increasing their levels of concentration, development of inductive reasoning and hypothesis testing and the tendency to execute in impetuous course.…

    • 435 Words
    • 2 Pages
    Good Essays
  • Powerful Essays

    For this project, a questionnaire was handed out to a random sample of one hundred and ten people. The questionnaire included the following three questions:…

    • 2063 Words
    • 7 Pages
    Powerful Essays
  • Good Essays

    Linda Bernstein’s article “Gaming the Console” addresses the possible effects that video gaming has on teenagers and children. The article supports both sides of the debate: whether or not video gaming has negative consequences. Ultimately, Bernstein lets the reader form his or her own opinion on the subject. Some scientists and experts claim that video gaming is harmful as it may negatively affect areas of the brain, academic and social skills, and can become highly addictive. Other experts argue that some video games are educational and have positive physical benefits.…

    • 617 Words
    • 3 Pages
    Good Essays
  • Powerful Essays

    Com 201 Media Essay

    • 1288 Words
    • 6 Pages

    Video games seem to be an essential part around my friends’ circle. Unfortunately, I have never been one of them, but since my brother is a huge fan of video games, I can say I grew up around a video games’ world. As I remember, my brother played video games in every minute and second. I believe you must wonder why I could insist not to play. The truth is I was too afraid to be addicted to those games. I knew I was like my brother. I have seen all the consequences being addicted to video games bring. So I never played the same games several times and this is how I controlled myself. Hence it is much easier for me to observe how people interact with video games and it can also satisfy my curiosity about why people are so addictive. Therefore, I asked two of my girlfriends and my brother to help me to conduct this research. I ask them to play Halo 4, which is a new game they have never played.…

    • 1288 Words
    • 6 Pages
    Powerful Essays
  • Best Essays

    References: Anthese, A. (2009, October 12). How video games are good for the brain. The Boston Globe. Retrieved from http://www.boston.com/news/health…

    • 3631 Words
    • 15 Pages
    Best Essays
  • Good Essays

    “. . . a new study has found almost half of all "heavy gamers" are six- to seventeen-years-old” (Bennett). The current generation is one being born into the most technologically advanced civilization ever. While this is excellent from a scientific standpoint, it can have some serious negative effects on children growing up with this equipment. Video games are gradually becoming more popular with today’s youth. The rise in video game popularity has caused a major problem with increased aggression and video game addiction in young players.…

    • 1549 Words
    • 7 Pages
    Good Essays
  • Good Essays

    Video Games Dbq

    • 624 Words
    • 3 Pages

    According to John DiConsiglio between 70% and 90% of teens in the United States play video games and it is said that 5% to 10% of those kids are addicted to gaming, but what about the other 80%? Although people may argue that the internet or video games cause adolescents to have antisocial personalities that isn’t necessarily true for every person. The internet and videogames can have positive impacts on both the world and people’s lives. The internet and both online and video games aren’t detrimental to adolescents’ intellectual and social development because they can be used for educational tools and they allow teens to become more involved in the world around them.…

    • 624 Words
    • 3 Pages
    Good Essays
  • Powerful Essays

    Breast Cancer Research Paper

    • 3494 Words
    • 14 Pages

    An excellent way to obtain information about a particular group of people is with survey research; therefore, surveys are frequently used in our society (Cottrell & McKenzie, 2011). A Questionnaire design begins with an understanding of the capabilities of the questionnaire and how it will help your research (Questionairre Design, 2011). Questionnaires are versatile, allowing the collection of both subjective and objective data through the use of open or closed format questions to fit the medium (The Survey System, 2011).…

    • 3494 Words
    • 14 Pages
    Powerful Essays
  • Powerful Essays

    Lee and Peng (2006) state that research on both the psychological and social effects of video games currently focuses on three aspects:…

    • 2527 Words
    • 11 Pages
    Powerful Essays
  • Good Essays

    Video Game Controversies

    • 346 Words
    • 2 Pages

    Controversies over video games center on debates around video game content and the potential for it to negatively impact player attitude and behavior. Since the early 1980s, video games have become part of the political discourse with advocates emphasizing their nature as an expressive medium (protected under the freedom of speech laws of many countries), and detractors promoting various theories that video games are harmful for society and thus subject to legislative oversight and restrictions. Hundreds of video game and video game player studies have been conducted by a wide range of psychologists and government agencies with the aim of addressing the issue of harm. These studies have targeted possible links to addiction, aggression, violence, social development, and a variety of stereotyping and sexual morality issues. These studies have in turn been followed up by a number of meta-analyses.…

    • 346 Words
    • 2 Pages
    Good Essays
  • Powerful Essays

    Lee, M. and Laury Finley. “Counter Point: Video Games are Addictive and Promote Irresponsible Behavior”. Points of View: Video Games. N.P: Great Neck Publishing, 2009. Points of View Reference Center. Web. 10 Mar. 2010. http://search.ebscohost.com.…

    • 2257 Words
    • 10 Pages
    Powerful Essays
  • Better Essays

    “First, there is no conclusive evidence based on an in-depth review of the literature that gaming can be qualified as 'addictive”. I think that one of the main reasons why “experts” cannot find any evidence, which guaranties with one hundred percent certainty that gaming is a kind of addiction. The “experts” commenting on addiction of gaming, do not only need the education, but the experience about gaming as well.…

    • 1158 Words
    • 5 Pages
    Better Essays
  • Good Essays

    video games cause behaviour problems, is what most people would like to believe or accept as their version of a truth, But with this argument I shall intuitively dissect my reasons for my opinion on the harms of video games to our behaviour as well as the positive points.…

    • 964 Words
    • 4 Pages
    Good Essays