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    Video Games: Social and
    Learning Behaviors
    Concept Paper
    School of Advanced Studies, University of Phoenix
    Alexandria Velez
    Jeremy Moreland
    02/01/2013
+
    Problem Statement


       Video games are getting a bad
        rap.

       There is contradictory research
        between violent video games
        and violent behaviors.

       There may need to be more
        research done as to why video
        games are the cause for any
        negative or positive behaviors.
+
    Research Questions

       Can video games influence teens and young adults to learn
        positive social behaviors in society?

       Do learned behaviors from video games cause learned social
        behaviors in teens and young adults?
+
    Method

       Quantitative research method

       Correlational design

       Goal: to study a relationship and comparison between
        behaviors and virtual environments
+
    References

       Neuman, S. (2012). School Shooter Armed with 'Hundreds' of
        Rounds of Ammunition, Police Say. Retrieved from
        http://www.npr.org/blogs/thetwo-
        way/2012/12/16/167379387/obama-to-visit-conn-town-reeling-
        from-school-shooting

       Schulzke, M. (2010). Defending the morality of violent video
        games. Ethics and Information Technology, 12(2), 127-138. doi:
        http://dx.doi.org/10.1007/s10676-010-9222-x

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Presentation on Dissertation Concept Paper

  • 1. + Video Games: Social and Learning Behaviors Concept Paper School of Advanced Studies, University of Phoenix Alexandria Velez Jeremy Moreland 02/01/2013
  • 2. + Problem Statement Video games are getting a bad rap. There is contradictory research between violent video games and violent behaviors. There may need to be more research done as to why video games are the cause for any negative or positive behaviors.
  • 3. + Research Questions Can video games influence teens and young adults to learn positive social behaviors in society? Do learned behaviors from video games cause learned social behaviors in teens and young adults?
  • 4. + Method Quantitative research method Correlational design Goal: to study a relationship and comparison between behaviors and virtual environments
  • 5. + References Neuman, S. (2012). School Shooter Armed with 'Hundreds' of Rounds of Ammunition, Police Say. Retrieved from http://www.npr.org/blogs/thetwo- way/2012/12/16/167379387/obama-to-visit-conn-town-reeling- from-school-shooting Schulzke, M. (2010). Defending the morality of violent video games. Ethics and Information Technology, 12(2), 127-138. doi: http://dx.doi.org/10.1007/s10676-010-9222-x

Editor's Notes

  • #3: Problem StatementViolent video games may be an element that leads teens and young adults to violent acts and behaviors. Connections between violent video games and violent acts are under critical review. According to Neuman (2012), U.S. Senator Joe Lieberman mentions that violent video games should undergo examination as a result of a school shooting that occurred in Connecticut on December 14, 2012. Although there are contradictory conclusions between the correlations of violent video games and violent acts (Schulzke, 2010), there may also be a need to understand why video games lead to negative or positive behavioral capabilities.This study will attempt to discover the connection between video games and negative or positive learning behaviors using a quantitative correlational approach. This study also may be useful to researchers or parents looking to derive an understanding of the negative or positive behavioral outcomes from video games. Most research available concentrates on the negative outcomes from video games (Schulzke, 2010). The objective of this study is to understand why video games may lead teens and young adults toward a negative or positive social behavior. Because video games are undergoing scrutiny for the possibility of producing violent acts, research may benefit from understanding why video games are the cause for negative or positive social behaviors.
  • #4: Research Questions The proposed study attempts to analyze the theory of social interaction, and if teens and young adults can develop positive social and learning behaviors from video games. Two of the quantitative research questions in this study explore the examination of the influence of video games of teens and young adults and if these influences induce positive social behaviors.Can video games influence teens and young adults to learn positive social behaviors in society?Do learned behaviors from video games cause learned social behaviors in teens and young adults? The null hypotheses of these research questions areH01 Video games do not influence positive social behaviors teens and young adults.H02 Video games do not cause learned social behaviors in teens and young adults.The alternative hypotheses of these research questions areVideo games do influence positive social behaviors in teens and young adults.Video games do cause learned social behaviors in teens and young adults.
  • #5: Nature of the Study The proposed quantitative research method is appropriate for this study as the research attempts to correlate video games with social learning behaviors in teens and young adults. The quantitative research method will attempt to accomplish the goals of the study in comparison to other methods because examination and exploration may be necessary to find evidence of the benefits of social and learning behaviors with teens and young adults (Leedy & Ormrod, 2009). The problem should not involve any changes and only looks to examine the relationships between social and learning behaviors of video games with teens and young adults (Leedy & Ormrod, 2009). The correlational research design proposal is appropriate for this study to examine if there are positive social and learning behaviors involved with teens and young adults who play video games. Measurements are an essential element toward examining the types of social and learning behaviors that are associated with video games. In this instance, measurements focus on the positive and negative video games (Leedy & Ormrod, 2009). Social and learning behavior measurements, such as grades or frequencies of a behavior, are the focus of this study. The goal of the correlational design is appropriate to this study because of the lack of information regarding the benefits of social and learning behaviors with the video games (Burgess, Stermer, & Burgess, 2012). The data under evaluation consists of the frequencies of both social and learning behaviors with video games using teens and young adults as the sample. The correlation between the ages and behaviors also need examination to see if there is a pattern of behaviors from certain ages that play the video games.