Instructions: Use tab or arrow keys to move between fields, mouse or spacebar to check/uncheck boxes. 

 

CITATION Ferguson, C. J., Garza, A., Jerabeck, J., Ramos, R., & Galindo, M. (2013). Not worth the fuss after all? Cross-sectional and prospective data on violent video game influences on aggression, visuospatial cognition, and mathematics ability in a sample of youth. Journal of childhood and adolescence42(1), 109-122.
STUDY PURPOSE

 

Was the purpose

stated clearly?

 

Yes

No

 

Outline the purpose of the study. How does the course apply to your research question?

 

This study aims to shed more light on existing literature concerning the impacts of violent video games. It majorly focuses on the effects of the games on visuospatial cognition, mathematical ability, and aggression. The study uses cross-sectional data from a sample of youths who are the target market.

The study paper correctly answers the main research question that seeks to determine the impacts of violent video games on youth. The effects of the games have stirred debates that called for the united states court attention. They have positive effects that scholars have brought out. The results have been found to lack both long-term and short-term consequences.

LITERATURE

 

Was relevant background literature reviewed?

Yes

No

 

Describe the justification of the need for this study:

 

Many youths, especially in the united states, are playing and getting involved with violent video games.  Since the 1970s, violent video games have gained popularity, with many companies rising with new games now and then. There is a demand for details of the impacts of the games to protect the users for a better future. The study indicates that past research papers have related violent video games to violent criminals, assaults, and delinquency. Existing past studies are reason enough to carry out this study.

DESIGN

 

Randomized (RCT)

cohort

single case design

before and after

case-control

cross-sectional

case study

 

Describe the study design. Was the system appropriate for the study question? (e.g., for knowledge level about this issue, outcomes, ethical issues, etc.):

 

The research applied qualitative and quantitative research methods. The study uses the participation method, questionnaire, statistical analysis techniques, and sampling method to collect the relevant data. The study’s data and information are adequate and could be relied on for use since they used many research methods, and they involved direct violent video users.

 

Specify any biases that may have been operating and the direction of their influence on the results:

The existing literature and evidence from past research acted as bias as it affected the results of this study.

 

SAMPLE

 

N =

Was the sample described in detail?

Yes

No

 

Was sample size

justified?

Yes

No

N/A

Sampling (who; characteristics; how many; how was sampling done?) If more than one group, was there a similarity between the groups?:

 

The study was carried out by using a sample of youth that uses violent video games. There was a similarity among all the involved groups where all the groups were exposed to violent games.

 

Describe ethics procedures. Was informed consent obtained?:

The respondent’s identities were kept private.

 

 

OUTCOMES

 

Were the outcome

Are measures reliable?

Yes

No

Not addressed

 

Were the outcome

Are measures valid?

Yes

No

Not addressed

 

Specify the frequency of outcome measurement (i.e., pre, post, follow-up):

 

Parental supervision, male gender, parental depression, antisocial personality, and parental depression.

Outcome areas:

Delinquency, bullying rule-breaking, and aggression

 

List measures used.:

.00 to -66

INTERVENTION

 

Was the intervention described in detail?

Yes

No

Not addressed

 

Was contamination avoided?

Yes

No

Not addressed

N/A

 

Was cointervention avoided?

Yes

No

Not addressed

N/A

 

Please provide a short description of the intervention (focus, who delivered it, how often, setting). Could the intervention be replicated in practice?

 

The study’s setting was based on the question of how video games impact user cognitively, aggression, and mathematical ability. It was delivered by Christopher Ferguson, Adolfo Garza, Jessica Jerabeck, Raul Ramos, and Mariza Galindo.

RESULTS

 

Were results reported in terms of statistical significance?

Yes

No

N/A

Not addressed

 

Were the analysis method(s) appropriate?

Yes

No

Not addressed

 

What were the results? Were they statistically significant (i.e., p < 0.05)? If not statistically significant, was the study big enough to show an important difference if it should occur? If there were multiple outcomes, was that taken into account for the statistical analysis?

 

The research results indicated that violent video games were not related to the impacts among the youth. In late childhood, the effects of the games were notable. The statistics were significant in the study as they help extract conclusions on the effects of video games. The multiple outcomes of video games, having both negative and positive impacts, were not well addressed.

 

Was the clinical importance reported?

Yes

No

Not addressed

 

What was the clinical importance of the results? Were differences between groups clinically meaningful? (if applicable)

 

The study is essential in dealing with psychological issues among youths who have suffered from the impacts of violent visual games. The study is applicable in the research question; hence the next step and solutions can be undertaken.

 

Were drop-outs reported?

Yes

No

 

Did any participants drop out of the study? Why? (Were reasons given and were drop-outs handled appropriately?

 

There was no drop out of the study.

CONCLUSIONS AND IMPLICATIONS

 

Conclusions were appropriate, given study methods and results.

Yes

No

 

What did the study conclude? What are the implications of these results for practice? What were the main limitations or biases in the study?

 

The study concludes that there is no evidence that violent video games have either negative or positive impacts on youth. The use of these games did not indicate any aggressive behavior, civic behaviors, or adverse cognitive outcomes in all the collected data and samples.

The study has some limitations, like lack of infrastructure to visit the primary information sources to gather the necessary data and carry out the essential analysis. The given research data is shallow, which may make the research biased.

 

 

 

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