null

Article Explication Assignment (50 points; 12.5% of grade)
Instructions:
· Complete work IN THIS DOCUMENT. This is a short answer assignment, not a paper.
· Upload the completed document to the Blackboard portal under Assignments.
· Type each response beneath each prompt; do not write one long response.
· Type each response in BLACK; do not continue in blue.
· PLEASE read each prompt carefully and answer IN FULL.
· Bullet points rather than complete sentences are fine.
· Make sure your writing is clear; if I can’t understand what you’re saying, I can’t grade it.
· Due April 12 for sections 5 and 6 (M/W classes) and April 13 for section 3 (T/Th). BE SURE TO COMPLETE AND SUBMIT YOUR WORK ON TIME. You will be penalized 5% of total point value for each day or portion of a day your assignment is overdue.
· 2 points are awarded for following all instructions.

1. List two articles you found in your library search. Include the full title, the author or authors’ name(s), and a few sentences discussing what the study is about. (5 points)
Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review.
Anderson, C.A., Shibuya, A., Ihori, N., Swing, E.L., Bushman, B.J.
In this study the researchers performed a meta-analysis to assess the effects of violent video games on many variables—including prosocial behavior, empathy/desensitization, aggressive behavior, aggressive cognition, aggressive affect, and physiological arousal. The study also looked at the effects of gender and culture on these relationships. Strong evidence indicates that exposure to violent video games is linked with all of these variables. No evidence of a gender effect and weak evidence of a culture effect were indicated.

Aggression by whom—aggression toward whom: Behavioral predictors of same-and-other-gender aggression in early childhood.
Hanish, L.D., Sallquist, J., DiDonato, M., Fabes, R.A., Martin, C.L.
This study investigated the relationship between naturally occurring dominance-related behaviors in children and aggressive responses from peers. Children’s behaviors were observed and recorded and coded as aggressive, commanding, submissive, or neutral. Their peers’ responses were also recorded. Same-gender aggression and other-gender aggression occurred at similar rates. Both gender-based similarities and differences occurred in children’s use of dominant behaviors, as well as peers’ aggressive responses.

2. What is the topic of your article? (2 points)
This article addresses the relationship between violent video games and aggressiveness, particularly the effects of highly realistic video games.

3. List two things that are already known about this topic based on previous research. (2 points)
Exposure to violence can lead to lowered prosocial behavior and empathy, as well as increased aggressive behavior, cognition, and affect (Anderson & Bushman, 2002).
The General Aggression Model (GAM; Anderson & Dill, 2000) illustrates the relationship between aggression and violent video games in the short run and the long run. Situational factors can elicit state aggression in the short run, with this occurrence being affected by personality. In the long run, violent video game players can display chronic aggressive tendencies and can become emotionally desensitized to violence.

4. What is a hypothesis or research question that is proposed/asked in the article? (2 points)
Hypothesis 3: The magnitude of the violent video game main effect should depend on the game realism.

5. List two measures/assessments that are used in the article. (2 points)
A German version of the Aggression Questionnaire (BPAQ; Buss & Perry, 1992) was used to measure explicit aggressiveness.
Implicit aggression was measured using the Aggression facet of the Implicit Association Test (Agg-IAT; Uhlmann & Swanson, 2004).

6. Describe the method that is utilized in the study. What is done in the study? (Err on the side of “too thorough:” should take up half a page to a full page single-spaced.) (10 points)
A group of 69 university students served as the participants in this study. They first provided informed consent, and then reported their demographic characteristics.
Their fist task was to complete the Aggressiveness- Implicit Association Test (A-AIT), which is designed to measure aggression in a manner that does not allow the participant to intuit that this is what is being measured, then they completed the German version of the Aggression Questionnaire (BPAQ), an introspective and subjective self-report measure of explicit aggression. The surveys were given in this order to prevent the possibility of priming the participants to aggressive content so they wouldn’t suppress aggression in the implicit measure (they didn’t want the participants realizing the study was about aggression and curtailing their aggressive responses in the implicit measure, since non-aggression may be more socially desirable).
Participants were randomly assigned to one of two conditions: 2D or 3D. A 10-minute treatment occurred in which the first experimental group played the game ”Call of Duty: Modern Warfare 2 (Act 1, Level 2; Infinity Ward/Activision Blizzard, 2011) on a PC attached to a 21-inch flat screen. This is a first-person shooter game and is highly graphic and realistic. The other experimental group played the same game at the same PC, but they used special shutter-goggles (nVIDIA GeForce 3D Vison), which allowed them to play in realistic 3D. Both groups played for 10 minutes at a mildly difficult level. Players were in the role of a soldier on a team, and their job was to move around through the environment, shooting enemy soldiers and protecting themselves from the enemy. Other team members were controlled by the computer. Once all the enemy forces had been defeated and the team had accomplished established goals, the level was completed.
After the 10 minutes of game play, the participants’ levels of flow state, involvement, and immersion during the game were measured. Then the implicit and explicit assessments of aggressiveness that were given at the beginning of the study were done again. Participants were then debriefed, and the study was over, taking about 45 to 55 minutes in its entirety.

7. Briefly describe the method of analysis. It is not necessary to completely understand how it was done. (2 points)
The researchers used a pretest-posttest design, looking at changes in aggressiveness due both to the game play and to the level of realism. They utilized a 2 x 2 ANOVA with repeated measures, with time of assessment and degree of realism as the levels. They also examined the experience of flow but without repeated measures as there was no baseline flow score.

8. What were the results of the study regarding the hypothesis you are discussing? Was it supported? If it is a research question, what was found? Were there any unexpected results? (10 points)
The researchers predicted that playing the same violent video game in a more realistic, highly immersive 3D environment would lead to higher changes in both the A-AIT (implicit aggressiveness) and the BPAQ (explicit aggressiveness) scores due to the greater intensity. As it turned out, no evidence of this was found. The experimental group who played the game in 3D did not exhibit a greater change in implicit aggressiveness than the group that played the game in 2D. No changes in explicit aggressiveness over time were found, so there could not be an interaction with group.

9. In a short paragraph, discuss EITHER one or more limitations or drawbacks to the study OR one or more suggestions for future research in this line of study. (3 points)
One limitation of the study was that there was not a control condition. It is possible that the change in implicit aggressiveness was due to reasons other than playing the violent video game. It is also possible that the decrease in explicit aggressiveness was due to attenuation, although a similar result has not been noted in other studies of similar design so this is improbable.
It is also possible that playing a virtual first-person shooter game primed the participants to look from the perspective of a virtual being. It could be that the change in implicit aggressiveness reflects not so much a change in the participants’ own implicit aggressiveness, but of the aggressiveness of the persona they had recently been playing.

10. What are the implications of what was found in the study? What does it all mean? Include both the authors’ interpretation of the implications AND your own personal thoughts regarding how the information that was found is useful. (10 points)
This study adds to our understanding of the linkage between violent video game play and aggressiveness. When measured using an implicit scale in which participants are not aware that aggressiveness is what is being measure, aggressiveness increases after playing only 10 minutes of a violent video game. Also, there was no difference between the group playing the less realistic 2D version of the game and the group playing the more realistic and immersive 3D version of the game, which while surprising to the researchers and not what they expected to find, is actually a little alarming. This indicates that it doesn’t really seem to matter how realistic a game is, which is actually probably a negative thing, seeing as how we’d like to believe that everyone who plays video games knows they’re just games and aren’t affected by them—they don’t feel like reality. The idea that very low-fidelity games in which you wouldn’t feel like the situation is real at all might lead you to experience an increase in aggressiveness anyway is an unpleasant surprise. Games like Fortnite that seem too cartoonish to have much effect on children may be having more of an impact than we realize.

The authors point out that the fact that only the implicit measure of aggressiveness indicated an increase after the violent video game play, and in fact the measure of explicit aggressiveness actually decreased, showing that it is highly likely that people realize that most others would view an increase in aggressiveness as undesirable, and they may also be defensive about the possible negative repercussions of a common hobby of college students. Would many college students want to contribute evidence that violent video games make them more aggressive? Probably not. This indicates the importance of implicit measures. As the researchers also note, this could be a contributing factor to the fact that meta-analyses of the relationship between aggressiveness and violent video games are reporting conflicting information. Studies that did not find a link may have had different results if they had utilized an implicit measure. This highlights the need for media research to utilize implicit measures.

Place your order
(550 words)

Approximate price: $22

Calculate the price of your order

550 words
We'll send you the first draft for approval by September 11, 2018 at 10:52 AM
Total price:
$26
The price is based on these factors:
Academic level
Number of pages
Urgency
Basic features
  • Free title page and bibliography
  • Unlimited revisions
  • Plagiarism-free guarantee
  • Money-back guarantee
  • 24/7 support
On-demand options
  • Writer’s samples
  • Part-by-part delivery
  • Overnight delivery
  • Copies of used sources
  • Expert Proofreading
Paper format
  • 275 words per page
  • 12 pt Arial/Times New Roman
  • Double line spacing
  • Any citation style (APA, MLA, Chicago/Turabian, Harvard)

Our guarantees

Delivering a high-quality product at a reasonable price is not enough anymore.
That’s why we have developed 5 beneficial guarantees that will make your experience with our service enjoyable, easy, and safe.

Money-back guarantee

You have to be 100% sure of the quality of your product to give a money-back guarantee. This describes us perfectly. Make sure that this guarantee is totally transparent.

Read more

Zero-plagiarism guarantee

Each paper is composed from scratch, according to your instructions. It is then checked by our plagiarism-detection software. There is no gap where plagiarism could squeeze in.

Read more

Free-revision policy

Thanks to our free revisions, there is no way for you to be unsatisfied. We will work on your paper until you are completely happy with the result.

Read more

Privacy policy

Your email is safe, as we store it according to international data protection rules. Your bank details are secure, as we use only reliable payment systems.

Read more

Fair-cooperation guarantee

By sending us your money, you buy the service we provide. Check out our terms and conditions if you prefer business talks to be laid out in official language.

Read more
Open chat
1
You can contact our live agent via WhatsApp! Via + 1 929 473-0077

Feel free to ask questions, clarifications, or discounts available when placing an order.

Order your essay today and save 20% with the discount code GURUH