ipl-logo

Ki Joon Kim And Sundar: Article Analysis

1177 Words5 Pages

In 2013 Ki Joon Kim and S. Shyam Sundar wrote an article called “Can Interface Features Affect Aggression Resulting from Violent Video Game play an Examination of Realistic Controller and Large Screen Size” published by Behavior and Social Networking. This article talks about an experiment conducted to understand the connection between violent video games and the violent video game players. There are many different theories and experiments that can possibly explain the connection between violent video games and the players becoming violent. Kim and Sundar believed that the screen size and type of controller can related to the amount of violence a person can have while playing video games. Kim and Sundar hypothesis is that the bigger …show more content…

Kim and Sundar gathered eighty subjects that were all male. This seems stereotypical, thinking that only males play video games therefore only males can be in this experiment. In reality many females play video games as well and would have been beneficial subjects for the experiment. The age range of the subjects would have to be change in the experiment as well. The original experiment had the age range from eighteen to twenty eight. In order to receive proper results for the experiment the age range should be expanded. Many young teens and older adults play video games and their age should be included in the experiment. Overall if changed the new experiment would have forty males and forty females ranging from fifteen years old to thirty five years …show more content…

There are two changes that need to be made in order for this experiment to work properly. The first is that somewhere in the survey there should be a section mentioning how many times a subject dies and how many zombies the subject is killing while playing the game. These factors can affect the rest of result of their survey. For example if the player is doing well and kills all the zombies he will be relaxed and will score low numbers on the survey. However if a player is doing poorly and isn’t killing enough zombies, or continues to die, that person will become anger and will score high numbers on the survey. The second change for the survey is to take the arousal category out of the survey. The purpose of this experiment is to see if there is a connection between the how the video game is displayed and the amount of anger the player shows while playing the game. However the arousal category in the survey has nothing to do with proving that hypothesis of the experiment. A subject could enjoy playing horror based video games and rank high on the arousal portion of the survey. Meanwhile a subject who likes puzzle video games would not be enjoying themselves so they would rank low on their survey. These ranking would have nothing to do with attempting to see if there was a connection with the display of violent video games and the behaviors of the players. If changed the new experiment

Open Document