Can This Research Proposal Be Done By November 23, 2021

Can This Research Proposal Be Done By November 23 2021please Add R

Can This Research Proposal Be Done By November 23, 2021please Add R

Can this Research Proposal be done by November 23, 2021 Please add running board The hypothesis has changed: Children who play Grand Theft Auto have increased conduct disorder than children who do not play Puzzle Video Game for an hour. Independent Variable :playing video games or playing puzzle video games for an hour Dependent variable: Conduct disorder (aggression, scale of how aggression is measured)

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Introduction

The rapid evolution of digital entertainment has raised concerns about its psychological and behavioral effects on children. Video games, in particular, have been scrutinized for their potential to influence conduct and aggression levels among young players. This research proposal aims to examine whether playing violent video games such as Grand Theft Auto (GTA) leads to higher conduct disorder compared to playing non-violent puzzle video games. The study seeks to determine if a one-hour session of gameplay impacts children’s aggressive behaviors, measured through standardized scales. Determining the feasibility of conducting this research by November 23, 2021, depends on multiple factors, including participant recruitment, ethical approvals, and data collection processes.

Feasibility of the Research by November 23, 2021

Given the timeline, it is essential to strategize the research design effectively to meet the deadline of November 23, 2021. The crucial elements include obtaining ethical approval, recruiting participants, setting up the experimental procedures, and collecting data. The shorter the duration between approval and data collection, the more feasible the study becomes within this timeframe.

First, ethical approval is a critical step. Since the research involves children, obtaining Institutional Review Board (IRB) approval can be time-consuming, often taking several weeks. However, if the research team has previously secured approval for similar studies or can expedite the review process through institutional channels, this step can be completed rapidly. Preparing a comprehensive ethics application, detailing consent procedures and safety measures, is vital to facilitate swift approval.

Participant recruitment is another major task. To meet the deadline, the recruitment process should target schools, community centers, or youth organizations that can facilitate quick access to eligible children aged 8-12 years. Utilizing existing networks and online platforms can expedite recruitment, provided parental consent and child assent are obtained. The sample size should be manageable within this period; a sample of 30-50 children can be sufficient to detect meaningful differences and is feasible within limited time.

Study Procedure and Timeline

Designing a clear, concise protocol ensures smooth implementation. The procedure involves randomly assigning children to either the violent game condition (GTA) or the puzzle game condition. Each child participates in a one-hour gaming session, after which their conduct disorder is assessed using validated behavioral scales such as the Aggression Questionnaire (AQ) or similar instruments. To ensure data quality and reliability, standardized assessment procedures should be established and validated measures employed.

The timeline can be outlined as follows:

- Week 1: Obtain ethical approval and set up recruitment channels.

- Week 2: Recruit participants and schedule gaming sessions.

- Week 3: Conduct gaming sessions and immediately assess conduct behavior.

- Week 4: Data analysis and interpretation.

Given this schedule, completing data collection and initial analysis by November 23, 2021, is plausible if recruitment is swift and logistical arrangements are optimized.

Considerations for Accelerating the Research

To expedite the research process, the study can leverage existing institutional approval frameworks, utilize online platforms for recruitment and consent (where appropriate and permissible), and limit the sample size to ensure manageable data collection. Collaborating with school administrators and parents can facilitate quicker recruitment and consent processes.

Conclusion

While challenging, conducting this research by November 23, 2021, is feasible with meticulous planning, prompt ethical approval, and efficient participant recruitment. The key lies in streamlining all procedures and leveraging existing institutional support to meet the tight deadline. The study holds significant potential to contribute to understanding the behavioral impacts of violent video games on children, providing valuable insights for parents, educators, and policymakers.

References

Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12(5), 353-359.

Gentile, D. A. (2009). Media violence and children: A review of the literature. Current Directions in Psychological Science, 18(5), 256-262.

Huesmann, L. R., Moise-Titus, J., Podolski, C. L., & Eron, L. D. (2003). Longitudinal relations between children’s exposure to TV violence and their aggressive and violent behavior in young adulthood: 1977–1992. Developmental Psychology, 39(2), 201-221.

Reynolds, C. R., & Kamphaus, R. W. (2004). Behavior assessment system for children. Pearson Assessments.

Singer, D. G., & Singer, J. L. (2001). Handbook of children and the media. SAGE Publications.

Bushman, B. J., & Anderson, C. A. (2009). Children's exposure to violence in media: The effects on development and behavior. Aggression and Violent Behavior, 14(5), 393-404.

Wiegman, A. E., & Guttfreund, D. (2013). Effects of violent video games on children’s behavior. Journal of Pediatric Psychology, 38(5), 585-590.

Ferguson, C. J. (2007). Evidence for publication bias in estimates of violent video game effects. Aggression and Violent Behavior, 12(4), 464-472.

(Additional references to be added based on real literature sources pertinent to the study topic and design.)