The Research On The Researches Of The Effect Of Media Violence In Electronic Games To The Youth:a Meta-Analysis | | Posted on:2015-06-27 | Degree:Master | Type:Thesis | | Country:China | Candidate:C Shen | Full Text:PDF | | GTID:2308330482952188 | Subject:Journalism and Communication | | Abstract/Summary: | PDF Full Text Request | | What Electronic games and online games’ impact on young people has always been the key issue of concern by domestic and foreign researchers’study. With the rapid development of the Internet and the progress of the information society, playing video games is gradually becoming the main choice of adolescents in their spare time. Thus it has influenced the formation of social cognition and values of the youth. In recent years there has been a lot of reports about how video games became "electronic heroin" and how they undermined both physical and psychological health of the youth although some of the researchers found it not positively relevant.This thesis gives a meta-research about the media violence studies in video games effect on the youth and classify the studies in the way of paradigms and methods. The conclusions includes:1.media violence in games lead to the rise of attack emotions and attack behaviors by the youth; 2.media violence in games lead to the desensitization phenomenon of the youth; 3.media violence in games lead to juvenile crimes; 4.media violence in games lead to the declination of attack behaviors by the youth.Then the thesis discusses the 2 major paradigms of video-gaming violence study which are Experimentalism and Criticism.Then this thesis states the main defects of current studies:1.the limits of randomized experiments; 2.homogeneous samples lead to the bias to the conclusions; 3.domestic qualitative researches is apart from practice; 4. lack of long-term follow-up studies; 5.Many domestic researchers have study-bias.Based on these problems, the paper offers some proposals. The thesis points out that the "electronic heroin"theory is more like a study-bias and is actually misunderstands the meaning of Criticism. This thesis also recommends the blending of qualitative research and quantitative research,and make cross-sectional researches with other related subjects which includes:1.combined with big data and cloud computing research in order to solve the problems caused by randomized experiments,homogeneous samples and lack of research data; 2.future research needs to combine with human-computer interaction research in order to changes in research methods and paradigm to keep pace with the times; 3. quantitative researches need to combine with violence aesthetics research.This is a kind of combination of quantitative and qualitative research; 4. introducing semiotics research into the existing media violence study to figure out the symbolic interaction relationship between media violence and the youth; 5. this study also offers that domestic colleges should set up specialized courses and research organizations.Finally this thesis puts forward reasonable suggestions through the hierarchy of needs theory, self-determination theory, use and satisfaction theory, hoping to be able to provide some beneficial help for the future improvements to the governments and media. | | Keywords/Search Tags: | Games, Media Violence, Youth, Meta-Analysis | PDF Full Text Request | Related items |
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