The first was that a huge amount of time devoted to playing video games could potentially lead to a decrease in other events that could lead to positive outcomes. The second one was that video content can sometimes be very mature for the age group that is playing so you risk exposing your child to certain actions or language that is more advanced than there age range (Przybylski, 2014). This popular media report mainly discussed the positives effects of video games and didn’t really mention many of the negatives associated with video games. The fact that the popular report did not put more emphasis on the negative side effects makes me question the reliability of the information I am being given. Reliability also came up with the fact the media article does not tell us how the participants are being operationalized . External validity is low because of the lack of information on how the study was conducted. We did not know the operational definitions, conceptional definitions or the specific variables being studied, without that information how can one replicate the study to another sample. Conclusion validity is another cause for concern due to the fact the author of this media report did not state any big drawbacks of video games and she did not provide enough statistical evidence to conclude that playing video games for an hour a day does have a positive effect on kids psychological adjustment. Casey Phillips concludes that video games have a positive effect in teen’s socialization when playing time is limited. This media report had good points, but it did not have enough statistical evidence or information about the methods for me to believe her conclusion that video games have a positive effect on kids lives and possible conditions such as anxiety. An ethical issue that could
The first was that a huge amount of time devoted to playing video games could potentially lead to a decrease in other events that could lead to positive outcomes. The second one was that video content can sometimes be very mature for the age group that is playing so you risk exposing your child to certain actions or language that is more advanced than there age range (Przybylski, 2014). This popular media report mainly discussed the positives effects of video games and didn’t really mention many of the negatives associated with video games. The fact that the popular report did not put more emphasis on the negative side effects makes me question the reliability of the information I am being given. Reliability also came up with the fact the media article does not tell us how the participants are being operationalized . External validity is low because of the lack of information on how the study was conducted. We did not know the operational definitions, conceptional definitions or the specific variables being studied, without that information how can one replicate the study to another sample. Conclusion validity is another cause for concern due to the fact the author of this media report did not state any big drawbacks of video games and she did not provide enough statistical evidence to conclude that playing video games for an hour a day does have a positive effect on kids psychological adjustment. Casey Phillips concludes that video games have a positive effect in teen’s socialization when playing time is limited. This media report had good points, but it did not have enough statistical evidence or information about the methods for me to believe her conclusion that video games have a positive effect on kids lives and possible conditions such as anxiety. An ethical issue that could