This means it would not be possible to generalize the findings to a real life setting. Demand characteristics or experimenter effects may bias the results and become confounding variables. When going to my case study I will select my participants, which are children (under the age of 18) from various ages and backgrounds that I will interview about how they think they behave after playing violent video games. I will gather as much information as possible about my subjects to ensure that I develop interviews and activities that will result in obtaining the most advantageous information to my study. I will draft a list of interview questions and decide upon how I will conduct my study. I will then develop and write my case study using the data collected throughout the research, interviewing and analysis processes. When I conduct the experiment portion of my study I will do it over a six-month period by gathering children of various age groups, both boys and girls to determine if violent video games make male and female children more …show more content…
I would also take note on how the child conveys the aggression towards others, whether it is verbal or physical. Will there be a difference in behavior from the kids playing versus kids just watching? My studies look to answer these questions through the use of case studies and laboratory experiments because some people claim that violent video games are good for you, players believe that violent video games are cathartic. Other people claim that violent video games increase aggressive thoughts, angry feelings, physiological arousal (e.g., heart rate, blood pressure), and aggressive behavior. Violent games also decrease helping behavior and feelings of empathy for others. I can conclude that violent or nonviolent behavior really depends on the individual and their maturity level while playing video games. It is whether they can process and know what they are seeing is not real and that you cannot replicate those actions in real