Term Project Draft 1 Assignment. Follow the outline below and upload when done.Submit the draft of the first section of your project (about 5-7 pages not including cover page,abstract,nor reference...

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Term Project Draft 1 Assignment. Follow the outline below and upload when done.



















Submit the draft of the first section of your project (about 5-7 pages not including cover page,abstract,nor reference page). This assignment is due at the endof Week 4–Saturday at 11:59 pm.Upload Draft 1 for feedback.





















Draft 1:Includes the following:






a. Introduction



b. Background of the Study



c. Purpose of the Study



d. Theoretical Framework (including theories to guide the



study along with the independent and the dependent



variables).



e. Research Questions and Hypotheses.



f.Definition of variables.



g.Summary









Term Project Draft 4 & 5











PROJECT: STAGE 4














Result





s – includingDemographic Statistics (Eg., age, gender, job titles, age, etc...);Frequency Tables (frequency, cumulative frequency, and cumulative percentage); Interpretation of the Findings (Testing of both the null and alternate - whether the variables for the null is independent and unrelated or vice versa; and alternate the variables dependent andrelated or vice versa.








Hypothesis Testing and Assumptions (Explain the descriptivestatistics including the meanscores, standard deviations, along with the correlation of coefficient of variables (is ita negative or positive relationship); use the Regression Analysis to conclude your findings and summary of results. This assignment is coming due.




















Conclusion - Stage 5:





Conclusion, Implications, and recommendation.








the title of the term project is




Impact of Video Games on Teenagers
























Answered 4 days AfterMar 27, 2023

Answer To: Term Project Draft 1 Assignment. Follow the outline below and upload when done.Submit the draft...

Deblina answered on Mar 31 2023
38 Votes
Impact of Video Games on Teenagers        2
Impact of Video Games on Teenagers
Issa Awawdeh
Professor: Stephanie Cato
King Graduate School- Monroe College
Table of Contents
Introduction    3
Background of the Study    3
The Purpose of the Study    4
Theoretical Framework    5
Research Questions and Hypotheses.    5
Summary    6
Literature Review    7
Related Research    8
Research Methodology    9
Data Analysis & Interpretation    10
Discussion    18
Conclusion    20
References    21
Introduction
    In the United States, 97% of children and adolescents play video games for at least an hour every day, making them a commonplace part of practically everyone's lives. Am Psychol. (2014) The majority of psychological study on the impacts of "gaming" has focused on its negat
ive repercussions, such as the risk of aggression, addiction, and despair. Trotter MG, Coulter TJ, (2020) acknowledge the importance of that study, contend that a more balanced viewpoint is required, one that considers both the positive aspects of playing these games as well as any potential drawbacks. It is crucial to consider these possible advantages in part because the nature of these games has drastically altered over the past 10 years, becoming more complicated, diversified, realistic, and social in nature. Most recently in the last five years, a modest but important body of studies demonstrating these advantages has started to emerge. The review of studies on the benefits of playing video games in this article, concentrating on four key areas: cognitive, motivational, emotional, and social. The authors suggest several potential pathways by which playing video games may promote real-world psychosocial advantages by combining knowledge from media psychology, developmental, positive, and social psychology. the goal is to offer sufficient proof and a theoretical justification to stimulate new research initiatives on the mainly untapped advantages of gaming for mental health. Trotter MG, Coulter TJ, (2020) conclude by urging intervention researchers and practitioners to investigate the beneficial applications of video games. and we suggest several promising directions for doing so. (Trotter MG, Coulter TJ, 2020).
Background of the Study
    According to New Port Academy, (2020) more kids than ever are using the Video Games. According to recent studies, adolescents use the internet for pleasure for more than eight and a half hours every day. Gaming disorder may be brought on by this increasing exposure to digital media, which includes gaming as well as social networking, online browsing, and video viewing. But more than just how much time young people spend playing video games, other factors contribute to the addiction. Teens are more prone to developing a video game addiction due to underlying psychological reasons. Teenage video game addiction and the frequency of despair and anxiety are shown to be related, according to research. According to studies, teenagers who have a shaky relationship with their parents are more likely to develop online addictions, especially gaming addictions (Psychiatry, 2022).
The Purpose of the Study
    The purpose of the study is to determine if factors such as addiction and excessive gaming time, decreased physical activity and increased sedentary behavior, poor academic performance due to decreased study time, exposure to violent and mature content in certain games, increased aggression, and decreased empathy in some individuals of the video games. Many parents worry about violent video games’ effects on kids. Is the concern justified? A small 2017 study indicated that even among extreme players of violent video games, empathy was not negatively impacted over the long run. But the American Psychological Association (APA) discovers a "consistent association" between hostility and playing violent video games (though not enough evidence to associate gaming with criminal violence). In 2018, four large countries, including the United States, analyzed 24 studies involving 17,000 children and concluded that children who played violent video games tended to manifest violent behavior, such as fighting or hitting. In June 2018, the World Health Organization (WHO) named gaming addiction as a mental health disorder. Kids can and do become addicted to video games. (Brown, et al., 2019)
Theoretical Framework
    A self-regulatory organization called the ESRB was founded in 1994. After criticism from concerned organizations over video game content, the main video game manufacturers established this board, which is comparable to the rating system used by the film industry. All major game companies now sent to ESRB raters who have received specialized training from all major gaming firms. When rating games, the ESRB considers a variety of variables. It specifically considers a game's level of violence, sex, offensive language, and drug usage. The ESRB then assigns each game an age rating and a content description in accordance with its rules. (Brown et al., 2019) in my opinion that’s not enough because the kids don’t read the instruction the parents should watch their kids of what they play and what they do in their room because when the kid play a video game usually, they play in their room and the door closed, plus the parent should make a schedule for the kids and there should be a time limit for the video games.
Research Questions and Hypotheses.
    The target of this study is to determine if factors such as Addiction and excessive gaming time, decreased physical activity and increased sedentary behavior, Poor academic performance due to decreased study time, Exposure to violent and mature content in certain games, Increased aggression, and decreased empathy in some individuals of the video Games. The research is guided by the following research questions and hypothesis:
RQ1: Does decreased physical activity and increased sedentary behavior because of Video Games?
    H01: There is no relationship between decreased physical activity and Video Games.
    Ha2: There is a relationship between decreased physical activity and Video Games.
RQ2: Poor academic performance due to decreased study time because of Video Games?
    H01: There is no relationship between Poor academic performance and Video Games.
    Ha2: There is a relationship between Poor academic performance and Video Games.
Does the people know the effect of the video games of the kids? What are these data telling us about parents’ awareness? What is the data telling us about the effect of video games? Do people need more education about the effect of the video games.
Independent Variable: Addiction, decreased physical activity, Poor academic performance, Exposure to violent, Increased aggression, decreased empathy. The independent variables will be used to determine the extent to which these variables effect of kids who video games
Dependent Variable: the decision of limit of video games for the teens. The dependent variable will be in dichotomous form (Yes/No).
Intervening Variable: Demographic characteristics (Gender & Age). The intervening variables might affect the relationship between the independent and dependent variables.
Summary
    evaluating research data on the effect of video games on teens, the effect such as Addiction and excessive gaming time Decreased physical activity and increased sedentary behavior Poor academic performance due to decreased study time Exposure to violent and mature content in certain games Increased aggression and decreased...
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