Correlation between Violence in Video Games and Violence in Society

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My Topic is violence in video games and society. My topic question: Is there a correlation between violence expressed in video games and violence in society? This hot topic was a huge question since the 1990’s after mass shooting in Columbine in the state of Colorado. In the research I will trying to prove: Is there a direct correlation in violence in video games and violence in society. My position on this topic is Yes, there is a direct correlation between violence in video games and violence in society. There is a difference in where people position or stand on this topic and a debate whether violence in video games do cause people to do violence in society. There is research and study for both sides of this argument. History in video games evolution to puzzle games like Pac-Man, Tetris, and Donkey Kong and the first-person shooter game was Doom which was a man shooting aliens. Which Doom introduce another kind of video game where you can put violence in games and that will sell. After Doom was selling Congress passed a law after parents complained about there not being a rating system and Congress passed the “Video Games Ratings Act” regulating any game sold on the market had to have a rating system or else will be considered illegal and the company will be fined 500,000 dollars or give its earning to the government. After the 90’s and video games were progressing the video game survey came out in stores in GameStop in early 2000’s and it was a choice of puzzle, sports, violence, and educational games from 1-4 one being the best would buy it and four being I wouldn’t buy it. 1) Violence, 2) Sports, 3) Puzzles 4) Educational after this survey was complete 50 percent wanted violence in video games, 25 percent for sports in video games, 15 percent for puzzles and 10 percent for educational games. This survey prevailed and games like GTA was mad after six months from the survey and made sold 2.6 million copies in the United States and soon more violent video games were made with more violence each game progressed. From Call of Duty, Battlefield, Grand Theft Auto, and Mortal Kombat. Top selling games as the 2000’s progressed throughout the years. As well as mass shootings and violence in society.

How I plan to conduct the research is using reliable resources like as databases that have scholarly journals, credible articles, also will be using credible websites like NPR.org, also have two book sources and conduct a personal interview. With answering my topic question: Is there a correlation between violence in video games and violence in society? The research will be having statistics and data both qualitative and quantitative data and I will be using statistics formula to get accurate percentages and data to finalize my research. This essay will cover both positions and stances on this issue. I am open to having my position to change throughout my research. Looking at graphs and charts seeing the progression in violence in society from early 2000’s to present day. Also, will use my personal interview and see their stance and view on this issue and writing down quotes and their opinions. While reading articles and scholarly journals I will be taking notes and quotes from important people on both positions of the issue. While I read my two book sources I will be doing the same method of analyzing the book and the summary of the chapters jotting down notes on important dates in history and doctor or physiological studies or quotes either backing up the position on Yes, violence in video games cause violence in society and No, violence in videogames do not cause violence in society. Throughout reading articles and websites I will be looking at histograms and charts such as pie charts or line graphs showing progressions over the years of violence and casualties. Also, will be looking at sales in violent video games and how much money they made off these franchises such as Call of Duty, Battlefield, Grand Theft Auto, and Mortal Kombat. The method of analyzing, summarizing, calculations and highlighting important quotes, conducting a personal interview and covering people or politicians even companies that cover both positions of the argument. These are the methods I will be using to provide acute data and information for this research paper.

For my sources I will be using two books in titled “How does video games affect society?” written by Patricia D. Netzley. Another book “Grand Theft Childhood The surprising truth about violent video games.” written by Lawrence Kutner (PHD) and Cheryl K. Olsen (ScD). For the Scholarly journals I will be using Academic Search Complete using the following filters from years 2000-2020, scholarly journals and articles. Using a credible a credible website that is npr.org which is a news source that has a unbiased opinion and radio station on 88.9 and a website which I will be using two articles from “What Research Says About Video Games And Violence In Children” and the other article “Video Game Violence: Why Do We Like It, And What’s It Doing To Us?” I will be conducting a personal interview with Adam Nazari who is a group home staff for adults with special needs. These are the variety of sources I will be using for this research essay.

For my timeline which started on February 12, 2020 when Professor Benson assigned this project later that night, I laid out a timeline to finish my research Proposal, Annotated Bibliography, Research Essay itself. On the same day February 12, 2020, I began writing the Proposal rough draft starting with the sections titled Introduction and Background, Method, Sources, Timeline and Conclusion. The next several days from February 13, 2020- February 29, 2020 I type the proposal and edit and revise the essay for the proposal. On March 4, 2020 turn in final draft of the proposal essay. On March 2, 2020 I begin reading the two book sources starting with the longer book source titled Grand Theft Childhood written by Lawrence Kutner (PHD) and Cheryl K. Olsen (ScD). With a total 230 pages I read 46 pages a day for five days and finish March 7, 2020 and summarize my notes quotes and information that I will use in the essay in the Annotated Bibliography. On March 8 begin reading my second book titled “How does video games affect society?” written by Patricia D. Netzley with a total of 79 pages reading this book for three days reading 26 pages a day finishing the book on March 11 summarizing the source and notes and quotes and add to the Annotated Bibliography then working on the Research sources like the databases the scholarly journals on Academic Source Complete, the Articles on the npr.org website reading the articles titled “What Research Says About Video Games And Violence In Children” and the other article “Video Game Violence: Why Do We Like It, And What’s It Doing To Us?”. Then March 13-16, 2020 use these days to read analyze the data and read the articles and March 17, 2020- March 20, 2020 for three days type the Annotated Bibliography. On March 23, 2020 Annotated Bibliography Rough Draft 1 get peer reviewed. Then edit and revise the Annotated Bibliography from March 20, 2020- March 24,2020. Turn in final draft of the Annotated Bibliography on March 25, 2020. On March 26, 2020 being typing the Research paper rough draft to the day April 8 which is Research paper rough draft peer review day and take those edits and revisions and fix them by April 11, 2020 then have the final draft turned in on April 12, 2020 on Canvas when the product was due.

This Proposal Essay explains the introduction and background of my topic for my research project which my topic is Violent Video Games Cause Violence in society. With my topic question being: Is there a correlation between violence in video games and violence in society? Also talked about the methods I will be using to get accurate information and data. The sources I will be using and the timeline of how to complete these three assignments Proposal, Annotated Bibliography, and Research Paper on time using the given due dates from Professor Benson to have this project fully completed by April 12, 2020.

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