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Introduction
The long-term effect of video games on the individuals who frequently play them has
generated immense debate over whether or not they are negative and, if so, the extent of that
negativity. Considering that a majority of video gamers in America age between nine and fifteen
years, the impact of video gaming if any on their behavioral disposition would be significant and
as such, the buzz around the influence of gaming on behavioral development in children
especially in regard to violence and aggressive social behavior. As a result of the increased
interest in this topic, there has been growing research on the same with conflicting reports and
conclusions emerging on whether or not video games promote a violent and aggressive culture
among children and adolescents.
Despite the split opinion on the matter, an emerging trend of citing observational and
experience impact on behavioral development has resulted in a skewed approach on the matter.
Since most parties agree that observation of actions defines the development of personality traits
in growing teenagers, research on gaming, which has established that violence is a popular
component, concludes that its players are bound to imitate such acts. However, such opinions
undermine the basis of research as they produce inferences based on relational assumptions and
theories while limiting the exploration of alternative research outcomes.
Literature Review
The effects of video gaming on violent behavior, as expressed in teenagers is a
controversial issue that has various proponents and opponents that have failed to agree on a
common grounds since research on gaming and violence was first published in 1983. Through
various articles and publications, authors have voiced their opinions on games, their ability, and
the tendency to cause addition and what they en for long-term players regarding issues like
obsessive-compulsive disorder and internet gaming disorders. An article authored and published
in the Youth and Adolescents Magazine issue of September 2016 captures the confusion around
gaming and its violent impact on behavioral tendencies among developing adolescents. The
authors attribute aggression in teen behavior to a host of factors including background,
personality, family setups, and the school environment as plausible reasons alongside video
gaming, implying that there is more than a single reason for the violence. In addition to that, it
accurately asserts the absence of consensus over the role of gaming as a violence-inducing
activity despite years of studies on the same in attempts to link it to violence (DeCamp, &
Ferguson, 2017).
Apart from the Youth and Adolescent publication, assertions in other articles of esteemed
and authenticated authorship have also pointed to the existing confusion over the same, casting
doubt over the notion that gaming plays a major role in youth violence. Na author suggests that
Internet Gaming Addiction, a concept that has long been associated with youth violence by a
section of researchers, is comprised of glaring inconsistencies in conceptualization owing to
deficiencies in knowledge of prevalence, causes, and treatments of the disorder hence debunking
the whole condition as purely game-induced. It pokes holes on the ability of IGA (internet
gaming addiction) to have effects that go beyond addiction, which can translate into violence. In
addition to questioning the scope of gaming addiction and the repercussions of its occurrence,
other authors have researched on the relationships between Internet Gaming Disorder and
Obsessive Compulsive Disorder and the manner in which each of the two affects personality
traits and individual behavior (Starcevic, & Aboujaoude, 2017).
Research Methodology
Researching on video games and their roles in the development of aggressive and violent
behavior among teenagers and children is surprisingly easy considering that the scope of the
research is limited to a particular section of the populace; individuals between the ages nine and
fifteen. Consequently, the recommended research methodologies, as used in this study,
guaranteed anonymity to minimize respondent-tampering, focused on child-friendly places, and
involved post-research follow-ups. For the research, the scope included a selection of 20 schools
within the state of Nevada in which students from the third grade through to junior high were
targeted for the study. However, the number of students who actually participated was 5, 185,
representing a 25.295% participation rate among the students. Though the data used in preparing
the respondents of the research were obtained from schools with the permission of parents and
legal guardians, the venues for the data-gathering process were transferred to neutral grounds.
Survey Results
100%
95%
90%
90%
80%
80%
75%
75%
70%
60%
50%
Yes
40%
No
30%
25%
25%
20%
20%
10%
10%
5%
0%
Do you play
video games%
Research Findings
Are the games Are you violent Before playing
marked with when engaging these games
violent
others?
were you
episodes%
aggressive?
Is there a
connection
between your
behaviors and
the violent
behaviors
demonstrated
in the games?
The study was conducted in a bid to establish the role of video games on enforcing
violent behavior in developing adults, particularly children, and teenagers. Therefore, the
research sought to define the pre-existing behavioral tendencies of the participants, the
prevalence of video games among the targeted scope, and the content of violence contained in
the video games they frequently played. Also, the study intended to look into their aggression
and violent tendencies after playing the game, the intensity of the violence, and the presence of
other factors in the students’ lives that may have facilitated negative aggression other than the
video games they played. The findings of the research are therefore tailored in the context of
these six prompts, which were meant to analytically inform the discussion around gaming and
violence among young adults in the contemporary world. Interestingly though, the research
provided insight into some previously held myths and inaccurate notions about gaming and
upheld some of the more popular notions on the activity as well.
According to the research report, the element of violence in video games for young adults
was consistently high, with more than 4000 of the participating students or 77.15% agreeing as
much. Regarding aggression, 1812 students who participated in the research confessed to being
prone to aggressive behavior and explosive reactions before their dogged involvement in some
popular video games and considered the aggression as part of their personality traits. Basically,
34.95% of the participating students in their response, ruled out the possibility of having the
cause of their aggression problems as the video games they play. As for the other prompts of the
research, 63% of the respondents of the interview thought that there were more violent changes
in their personality and behavioral tendencies after playing any violent game for more than eight
months while 32% claim to have zero changes in aggression or violence to their personalities
after exposure to violent games for a similar period of time. 6% of the respondent population;
however, they have no clue whether or not their behavior has changed from playing video games
with violent content and are unable to make a decision either way.
Discussion and Analysis
There are various factors that define the development of behavioral tendencies among
young adults with the environment in which an individual grows being the most significant of
those factors. By environment, growth experts refer to the objects, people, and ideas with which
individuals normally interact during the daily course of their lives. Electronically, video games
constitute a vital part of the environment of any young American growing up since more than
80% of the children and teenagers between the ages of nine and fifteen play various video games
(Subramaniam, 2017). On the grounds of environmental influence over character development,
gaming influences the lives and behavioral tendencies of those who interact with them regularly,
especially in their young and formative years. However, enthusiasts of studying human
development have to acknowledge that there are many aspects of video gaming, including ones
specifically designed to induce addiction, their impact on the overall behavior of an individual is
limited. Instead, various factors play the role of character development, and behavioral
tendencies formulation and the violence or aggression in an individual’s personality traits have
very little to do with the video games they play.
The research above suggests that gaming is predominantly characterized by violence, and
there are certain chronic conditions and disorders for which video games are responsible for
people. Such disorders like Obsessive Compulsive Disorder and Internet Gaming Disorder are
long-term effects of exposure to gaming, and although related, there is little evidence to suggest
individual disposition to violence based on their occurrence. Comprehensive research on the
matter of violence and gaming concurs that games are violent characterizations that are
significantly addictive. However, they dispute the notion that this addiction could be practical
and call into question such suggestion from practical and literary sources as well. In addition to
questioning the sources of such notion, the research has proven that there are underlying factors
for youth violence, and while gaming could be a factor, it isn’t the only one (Markey, et al.,
2015).
Conclusion
Video games could cause a behavioral change in young adolescents and teenagers to
reflect violent and aggressive characteristics. However, the opposite could also be true. Saying
that adolescents playing video games are at risk of developing violent behavior, therefore, is an
inaccurate statement since there are literary research pieces questioning the facts behind the
concept. Also, the research paper bears data that point to other factors like family, background,
school environment, friends, and movies as possible causes of violent behavior in gaming
teenagers hence undermining the argument that teenage violence is pegged on playing video
games. The research has also shown that there is a big difference between playing video games
and actually carrying out the deeds in the game as elaborated with the IGD and OCD case
illustrations.
References
DeCamp, W., & Ferguson, C. J. (2017). The impact of degree of exposure to violent video
games, family background, and other factors on youth violence. Journal of youth and
adolescence, 46(2), 388-400.
Markey, P. M., Markey, C. N., & French, J. E. (2015). Violent video games and real-world
violence: Rhetoric versus data. Psychology of Popular Media Culture, 4(4), 277.
Starcevic, V., & Aboujaoude, E. (2017). Internet gaming disorder, obsessive-compulsive
disorder, and addiction. Current Addiction Reports, 4(3), 317-322.
Subramaniam, M. (2017). Re-thinking internet gaming: from recreation to addiction.

Make suggestions and corrections on grammar or style as you read through the paper.
1. Using the sample empirical studies in the textbook as your reference, does the paper read
like a complete study to you? What is missing?
Yes. The author does a great job at applying the language of ethos and the tone is very
professional. I would say that I would like to know a little more of the author’s connection to the
research or maybe a catchier introduction. But overall, well done!
2. What do you identify as the major issues that prompted the study? Has the author adequately
explained and established these issues in his/her literature review?
The issue is violence in video games and how it relates to adolescents. He covers that very
well. I had no question as to what the topic was about
3. What are the major findings of the study? Are the major statements in the findings section
convincing to you? In other words, are all statements backed up with evidence and sensible
interpretations?
He finds that while there is a prevalence of violence in video games, this is not the only
significant factor that leads to increased violence in the adolescents. He backs that up with his
data, although I think a graph or chart displaying all of his data could make it even stronger
4. In the discussion section, what are the major connections that the author established
between the findings and previous scholarly discussions?
I like that he disputes the previous findings by asking about the predisposition of violence that
may already be in the participant’s lives. He uses that question in his data to then show that
there are other causes that previous studies don’t always cover in their data
5. Sum up what you now understand as the major contributions of the study in three sentences
below.
That while violence in video games may not be the heathiest thing for developing children and
adolescence, it’s also not the only contributing factor to their aggression. Much of the other
studies don’t seem to want to acknowledge this. Chad took the time to have a well rounded
study that looks at things from an unbiased lens
6. Comment on the author’s style. Is it clear and concise, and vivid for an observational study?
Has the author followed the APA citation style consistently?
Yes, his tone and style are very consistent and his APA formatting seem good

Make suggestions and corrections on grammar or style as you read through the paper.
1. Using the sample empirical studies in the textbook as your reference, does the paper read
like a complete study to you? What is missing?
– Needs a cover page, heading, page numbers, and your name
– Just needs more information in the methodology portion, but overall looks like a complete and
thoughtful study with all necessary sections included
2. What do you identify as the major issues that prompted the study? Has the author adequately
explained and established these issues in his/her literature review?
– There is definitely controversy regarding how exactly violence and aggression is instilled into
individuals who play video games and the long-term effects in which video games can have on
a developing adolescent or teenager.
– Yes, you explained the need for advanced and more complex research as the video gaming
world consists of lots of unknowns in terms of the outcome of violence and aggressive
behaviors.
3. What are the major findings of the study? Are the major statements in the findings section
convincing to you? In other words, are all statements backed up with evidence and sensible
interpretations?
– Major findings include that 4000 participants agree that video games produce violence, 1812
students reported aggression as a personality trait. Behavioral tendencies in the realm of
violence seem to be very prevalent in this population, as addiction disorders may be a result of
these tendencies.
4. In the discussion section, what are the major connections that the author established
between the findings and previous scholarly discussions?
– You were able to gather a large amount of data which I am highly impressed with. You
connected your findings back to the research you discussed previously, but I believe you can
make this section a little longer.
5. Sum up what you now understand as the major contributions of the study in three sentences
below.
– Video games have the ability to contribute to behavior modification in maturing teens,
specifically for violence. Environmental factors can also contribute to behavior change, as these
individuals are experiencing lots of growth and development. Addiction disorders may occur due
to excessive video game usage.
6. Comment on the author’s style. Is it clear and concise, and vivid for an observational study?
Has the author followed the APA citation style consistently?
– Great job overall, you highlighted adequate points regarding your topic, provided solid
research, used graphs to represent the data, and made meaningful connections. Just made
sure you add your name and the proper title and heading.

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