Wednesday, December 11, 2019

Gaming and Social Networking

Question: Discuss about the Gaming and Social Networking. Answer: Introduction: In present time, utilization of advance technology has completely changed the way people live their live all across the world. The emergence of social media has transformed the way of communication for the people. Specially, social media has become an integral part of teenagers life. It is found that majority of the teenagers utilize social media to share their daily life incident. On the other hand, sales of advanced video games have also increased over the past few years. It indicates that teenagers are becoming more and more addicted towards the digital world. However, studies have also found that the rate of violence among the teenagers have decreased in a considerable manner over the past few years. For that reason, many studies have argued that increased popularity of social media and video games have reduced the violent instinct among the teenagers. However, many studies have also contradicted the argument that increase popularity of social media and video games has made posit ive impact on the violence instinct of the teenagers. Thus, the study will try to evaluate the exact amount of positive impact that social media and video games have made on the number of violence committed by the teenagers. In the present time, excessive use of social media and gaming services have influences many entrepreneurs to develop small businesses like caf and other gaming platform. Therefore, it also increases the possibility of new business development. Problem statement: It has been identified that majority of the teenagers like to play video games that contain violence or aggression. Therefore, it is often perceived that over addiction of social media and video games actually influence teenagers to become more aggressive. On the other hand, statistics of last few years are describing completely contrasting picture. For that reason, the study will focus on all the perspectives related to social media and video games in order to analyze the kind of impact it can have on the mind of the teenagers. Research aim: The prime aim of the research is to identify the extent to which social networking and video gaming can have positive impact over the violent behavior of the teenagers. Research objectives: The objectives of the study are as follows: To analyze the behavioral changes of the teenagers due to excessive addiction of video games and social media To examine the extent to which video games and social media can have positive impact the small businesses To evaluate the possibility by which social media and video games can have adverse impact on the aggressive behavioral changes of the teenagers To analyze the impact of increasing popularity in the development of new business opportunities To recommend the best possible way through which video games and social media can further reduce the aggressiveness of the teenagers Research questions: Main research question: How can excessive addiction of social media and video games change the behavioral pattern of the teenagers? Sub-questions: How far can video games and social media have positive impact on the development of small business? What are the negative aspects of social media and video games that can create adverse impact on the behavioral pattern of the teenagers? How increasing popularity of social media and video game can develop new business opportunities? What is the best possible way to reduce further the aggressiveness of the teenagers by utilizing social media and video games? Literature review: Impact of social networking on teenagers: As per the study by Jerabeck Ferguson (2013), social media has become a routine activity of teenagers all across the world. For that reason, it has been assessed that social media enhancing the social connection, communication and even technical skills of the teenagers. Different social media platforms like MySpace and Facebook offers multiple daily opportunities for sharing their interest with classmates and friends. According to Hasan et al. (2013) number teenage social media users have increased in a significant way. In fact, it has been calculated that almost 22% of the teenagers login to their favorite social media platforms around 15 times a day. On the other hand, 75% of the teenagers use different social media platforms on their smartphones (Elson Ferguson, 2014). Therefore, they almost remain online constantly throughout the day. Furthermore, development of instant messaging apps on smartphones has improved the communication process. As a result, social media has improved the way of communication of the teenagers. As per the article by Hartmann, Mller Krause (2015) social media can also provide huge amount of benefits for mind and health development of the teenagers. For instance, social media platforms like Facebook and Twitter provides different types of options where teenage people can share their thoughts and beliefs in a much more effective way. Furthermore, it also provides teenage people the opportunity to get involved in different types of constructive aggressive argument procedure. For that reason Granic, Lobel Engels (2014) have mentioned that increasing popularity of social media is actually utilizing the aggressiveness of the teenagers for the development of the society. For instance, constructive argument always helps people to gain in-depth knowledge about the certain factors. Furthermore, it actually increasing the social reach of the teenagers, which definitely will create positive impact on the number of violence committed by the y oung generation. On the other hand, Ferguson (2013) mentioned that over utilization of social media actually influence people to live in an imaginary world. Furthermore, it has been assessed that excessive use of social media actually reduces the direct contact of the teenage. Thus, social media can also influence children and teenage to become un-socialized in the real world. Impact of video games on teenagers: Impact of video games on the mind of the children and teenagers are debated controversy amongst the researchers, policy makers, parents and video games manufacturers. As per the study by Schou-Andreassen et al. (2016), around 45% of the total video game sales are categorized under violent action games. Furthermore, it has been analyzed that around 90% of children and teenagers play video games that include violent content. As per the article by Greitemeyer Mgge (2014) violent video games has direct impact on the aggressive level of the teenagers. For that reason, the article has mentioned that violent video games can actually makes people anxious towards any particular factors. On the other hand, King et al. (2014) mentioned that video game increases the cognitive, spatial and visual ability of the teenagers. For that reason, it actually makes positive impact on the thinking process development of the teenagers. In addition, studies have identified that video games help to reduce th e level of frustration and depression amongst the teenagers. Conversely, Mazurek Wenstrup (2013) highlighted that Contra, Super Mario contains extreme violent sequence that actually making teenagers to think and acts more violently in the real world. However, modern video games have tried to include different sequence where teenagers have to think more. For that reason, it has created positive impact on the mind development process of the teenagers as well. Generally, action video games actually finish with a moral message (Boxer, Groves Docherty, 2015). Therefore, it also helps children to recognize between good and bad in an appropriate way. Literature gap: From the above discussion, it can be assessed that both social media and video games have contradictory views regarding its impact on reducing the aggressive nature of the teenagers. Different studies have highlighted different factors that can influence the behavioral pattern of the teenagers. Therefore, it can be identified that no unique solution is provided regarding the exact amount of impact that social media and video games can made on the behavioral pattern of the teenagers. Research methodology: As mentioned by Kothari Payne (2014) research methodology is an important factor that helps to evaluate different factors of the study and customize the outline of the research. It helps the research study to eliminate any factors that can create difficulties in fulfilling all the objectives of the research study. In order to evaluate the impact of social media and video games on the violent behavioral pattern of the teenagers, the study will utilize a systematic approach. It will help to add value to the research study. Research Philosophy: Research philosophy includes different typology that helps the research study to fulfill all the objectives of the research. The research philosophies that are generally utilized for the effective completion of the study are realism, positivism, naturalism, pragmatism and interpretivism (Wolfe et al., 2014). In this research study, the prime focus will be on the positivism philosophy. Since, it will help the research study to perform research experiments and test hypothesis so that it can able to evaluate all the factors effectively. Furthermore, it will also help to include mathematical application and logical arguments that eventually will add value to the outcome of the research study. Research approach: In order to evaluate the impact of social media and video game on the behavioral pattern of teenagers, the research study will select deductive approach. Traditionally, inductive and deductive are the two types of research approach that studies utilize for the successful complement of the objectives (Ewoldsen et al., 2012). However, the study will utilize deductive approach, as it will help collect practical information about the research study. In addition, deductive research approach will help the research study to include several models and theories related to the topic of the research. On the other hand, the study will not consider inductive approach, as will influence to include new concepts in the research study. Research design: As per the article by Kothari (2004) research design play a critical role to improve the information of the research framework. Three types of research design are present for analyzing the methods of research like explanatory, exploratory and descriptive design. For analyzing the impact of social media and video games on the behavioral pattern of the teenagers, the study will select descriptive research design. The descriptive research design helps the study to define approaches, application and theories. Therefore, it eventually minimizes the probability of errors at the time of fulfilling the objective of the study. Furthermore, descriptive research design will help to include effective analysis of the relevant data. Descriptive research design also helps to measure the prime factors regarding to the topic of the research study. Data collection procedure: As per the article by Breuer et al. (2015), selection of data collection is crucial for the successful completion of the research study. Data collection procedure helps to include practical information regarding to the topic of the research study. Traditionally, primary and secondary are the two ways that the studies utilize to collect appropriate data regarding the topic of the research study. For the successful completion of the research study, the focus will be on the primary data collection procedure. As the primary data collection procedure helps to collect raw data regarding the topic of the research study, it will help to identify actual impact of social media and video game. In this research study, survey procedure will be utilized for the collection of the primary data. However, the study will also depend on the reliable secondary data sources at the time of development of the literature review section. The study will utilize online platform for conducting the survey procedu re. The study will also utilize non-probability sampling techniques at the time of collecting primary data about the research topic. Data techniques: There are two data techniques namely quantitative and qualitative that research studies utilize at the time accumulating information about the research topic. In order to evaluate the impact of social media and video games on the behavioral pattern of the teenagers, the study will only focus on the quantitative data collection technique. The study will focus on the quantitative data collection technique to identify a particular pattern related to the objective of the research study. The research study will select 40 parents and 20 teachers in order to identify the behavioral changes pattern of the teenagers. Closed-end questionnaire will be utilized for the collection of quantitative data. However, the study will also utilize qualitative data collection techniques to analyze whether it can create positive impact on the new business opportunity as well. 20 entrepreneurs that are doing business in gaming platform and caf industry will asked qualitative questions to understand any busin ess perspective. The study will utilize email, telephone to collect qualitative data for the development of the study. Expected outcome of the study: From the above analysis, it can be expected that the research study will able to fulfill all the requirements of the research study. It can also be expected that the systematic implementation of the research process will help to complete the study within the given timeframe. It is also expected that the outcome of the research study will be able to represent a clear picture regarding the amount of positive impact that social media and video game can actually made on the violent behavioral pattern of the teenagers. From the opinion of the entrepreneurs, it is also expected that the study will be able to evaluate impact that increasing popularity of social media and video gaming can made on the new business development opportunities. References: Boxer, P., Groves, C. L., Docherty, M. (2015). Video Games Do Indeed Influence Children and Adolescents Aggression, Prosocial Behavior, and Academic Performance A Clearer Reading of Ferguson (2015).Perspectives on Psychological Science,10(5), 671-673. Breuer, J., Vogelgesang, J., Quandt, T., Festl, R. (2015). Violent video games and physical aggression: Evidence for a selection effect among adolescents.Psychology of Popular Media Culture,4(4), 305. Elson, M., Ferguson, C. J. (2014). Twenty-five years of research on violence in digital games and aggression.European Psychologist. Ewoldsen, D. R., Eno, C. A., Okdie, B. M., Velez, J. A., Guadagno, R. E., DeCoster, J. (2012). Effect of playing violent video games cooperatively or competitively on subsequent cooperative behavior.Cyberpsychology, Behavior, and Social Networking,15(5), 277-280. Ferguson, C. J. (2013). Violent video games and the Supreme Court: lessons for the scientific community in the wake of Brown v. Entertainment Merchants Association.American Psychologist,68(2), 57. Granic, I., Lobel, A., Engels, R. C. (2014). The benefits of playing video games.American Psychologist,69(1), 66. Greitemeyer, T., Mgge, D. O. (2014). 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(2004).Research methodology: Methods and techniques. New Age International. Kothari, C. R., Payne, P. R. (2014). A Metadata based Knowledge Discovery Methodology for Seeding Translational Research.Studies in health technology and informatics,216, 1071-1071. Mazurek, M. O., Wenstrup, C. (2013). Television, video game and social media use among children with ASD and typically developing siblings.Journal of autism and developmental disorders,43(6), 1258-1271. Schou Andreassen, C., Billieux, J., Griffiths, M. D., Kuss, D. J., Demetrovics, Z., Mazzoni, E., Pallesen, S. (2016). The relationship between addictive use of social media and video games and symptoms of psychiatric disorders: A large-scale cross-sectional study.Psychology of Addictive Behaviors,30(2), 252. Wolfe, J., Kar, K., Perry, A., Reynolds, C., Gradisar, M., Short, M. A. (2014). Single night video-game use leads to sleep loss and attention deficits in older adolescents.Journal of adolescence,37(7), 1003-1009.

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