Option 1: Provide a summary of the
articles, book chapters books that you read for your research. Its relevance to
your research needs to be explained.
Book Chapters: Violent video games
and aggression: Why can't we find effects?
Sherry, John L. Preiss, Raymond W. (Ed); Gayle, Barbara Mae (Ed); Burrell, Nancy (Ed); Allen, Mike (Ed); Bryant, Jennings (Ed), (2007). Mass media effects research: Advances through meta-analysis. , (pp. 245-262). Mahwah, NJ, US: Lawrence Erlbaum Associates Publishers, xii, 535 pp.
This chapter discovers the causes of video game addiction
and the effects, the author’s starts with the psychology researcher at first
and point out the strengths and weaknesses of the evidence, but he states that some
evidence were hard to demonstrate these effects in every research, because
there were number of social contextual factors influencing the playing
experience that had not been accounted. Simultaneously, he adopted different
medium and apply a TV example to reflect that the medium is different in
several ways that impact on theoretical mechanisms. Also, he applied a large
meta-analysis to estimate of the correlation between video game play and
aggression and it found that the relationship is smaller than viewing violent
television content. At last, the findings like all research that these studies
are based on averages, which means not everyone who plays violent games will
become more aggressive. But there is some will.
2. Please report your research
progress
Topic: How do Hong Kong young adult
consume a violence video game?
For the beginning, I am going to interview 10 young adult in
separately group, half men and half women, ages around 15-30 year old in Hong Kong, who have been played “Metal
Gear”, “League of Legends”,” The Last of Us” and “Grand Theft Auto V” in the
past three week. As the research progress, I was selected the video game list
thought the “10 Most Violent Video Games of 2015” base on the hit rate and hot
topic from the internet, I also research and analyzed these video game design
and category such the screen angle comparing with reality world, background
story, related information such as popular comment and external factors from
the video game industry. These research sources would be used on selected
down the interview questions. Besides, there are also includes YouTube
video, because there would be some experience and common language share by the
online video game player community.
Student Name: Chan Chau Ling
Student Id: 10641710
Dear Hailey, For the first part, please find more articles related to uses and gratifications. The review here is nice though. You can try to make use of the findings mentioned in the article and see if your interviewees demonstrate some criteria mentioned in it. This is not a scientific proof - I mean by interviews. But at least, you can elaborate interviewees' responses by relating them to past research(es).
ReplyDelete