Friday, 11 March 2016

Blog 3

Blog 3

What is the refined research question that you are setting out to answer? (Please be specific in your research topic)

How the level of violence of the content of the video game will affect teenage game player towards the acceptability of violence? 
How does this develop themes and debates explored within the lectures of this module? (Please put down the revised short introduction to your project based on the one in blog 2. Remember that the introduction should include the purpose of your research project, significance and key concept(s) that may be useful for your analysis.)

          The reason of I interested in analysing this topic because of the debate between the violence game and the real crime is become a hot issue in the society. Many people think that there is a strong relation between the violence games and the crime. But also there are some noises disagree that.  In a research of BBC News, Dr Mark Coulson, associate professor of psychology at Middlesex University, said that there are no relation between the violence behaviours and the violence game. So I want to measure that is the violence game really affected the game player.

           And there are lot of research about the relation between the violence behaviour and the violence game. Because of the violence behaviour is hard to measure in a short questionnaire and interview. So i want to measure that the relation between the violence game and the acceptability of violence. 

          The mass media created the culture in a society. And to attract people to enjoy it. It like a process of Cultivation. That is the mass media create a trend to cultivate the public. In a chart of the top selling games in 2008, most of the top game selling are violence games. Also the top 10 best selling games in 2015, 7 out of 10 are the violence games. For example the series of Call of Duty and Grand Theft Auto. That means playing the violence game is the mainstream of the game players. And because of the cultivation theory, the game players will be affected by the media like the violence games easily. So this is the reason that I interested in analysing this topic.


What critical methodologies are you going to use? How are you going to produce the evidence you’ll need to answer your research question?


Example: In-depth interviews with five immigrants from Mainland China

1) Invite 10 teenagers  to do the questionnaire to measure their acceptability of violence. After that invite them to play the violence game. At last they need to do the questionnaire again to measure that is their acceptability of violence have changed or not.

2) Interview the interviewee who have most changed and less changed of acceptability of violence to analyse that the reason why the acceptability of violence have changed.


Now you should have some references in mind. If so, please put down a short reference list at the end of this blog so that you have a better plan of what articles that you are go to read for the project. 


References:
     Grubb, J. (2016, January 14). 2015 NPD: The 10 best-selling games of the year. Retrieved from http://venturebeat.com/2016/01/14/2015-npd-the-10-best-selling-games-of-the-year/ 

Kleinman, Z. (2015, August 17). Do video games make people violent? Retrieved from http://www.bbc.com/news/technology-33960075

ProCon.org. (2010, February 18). 22 Charts & Graphs on Video Games & Youth Violence. Retrieved from http://videogames.procon.org/view.resource.php?resourceID=003627


1 comment:

  1. Dear Hoiyin, The topic is fine. My concern is whether you can execute the idea in a scientific way. You quoted Dr Mark Coulson in the blog. Did you read his work in detail? He is from the discipline of psychology which usually uses statistics and experiment for proving their hypotheses. I am afraid that this may not be manageable for a humanities student. My suggestion is still interview some video game players and study how they use video games and how they are 'integrated' in the games. "Uses and gratifications theory" is applicable. And you can read something about "affective media" as your theoretical framework.

    ReplyDelete