Methodological Flaws

Improved Essays
There are many methodological flaws in the study of video games and genitive development by Bejjanki and colleagues (2011) that could easily provide for an invalid result from the study. One of the biggest problems with this experiment was experimenter bias, which was stated as a possibility while recruiting these men. This study was published in The Proceedings of the National Academy of Sciences journal by Vikranth Bejjanki and some colleagues who work for the research department at Princeton University, a credible college. Although, Bejjanki and colleagues (2011) did point out that the study was funded by different health and vision foundations which is easily a bias because health and vison companies are wanting to prove that certain things …show more content…
It’s hard to decide if the results are actually accurate because of the limited number of participants. You cannot just assume that this would apply to all people/ young adults in general given the smaller amount of people involved. This means that the study has an issue of generalization because there was not a lot of participants in the experiment so you can’t just assume everyone will be benefitted by video games. Another problem with the generalization of this study is that the experiment only included guys so therefore, there is no way of determining for women if video games actually improve cognitive development in all people. The study should be labeled ‘Do video games help with cognitive development in men?’ not just that video games are supposed to help with cognitive development. I believe that the researchers may have some bias as well considering the main researcher is a male, so if he likes video games of course he would want them to be good for him. What man that likes video games would not want it to be good for him? Then he could have a justification to his wife or girlfriend of why he plays them so

Related Documents

  • Improved Essays

    Glynn arranges most of his article in chronological order and goes by sequence. He starts by with the cognitive benefits and then motivational and emotional benefits. In his argument proving the cognitive benefits, he includes evidence from a meta-analysis that shows the players spatial skills improve after playing. He uses credible evidence from a study that used a functional MRI to show that gamers were better at controlling their attention and making fast decisions because of their experience doing this in the video games.…

    • 983 Words
    • 4 Pages
    Improved Essays
  • Improved Essays

    He gives us a meta-analytic to talk the positive effects of video games that is not often discussed when conducting research. In order to prove his point, he researched to find articles that had publication bias through different publications. He proved that there was little to no relationship between violent behavior and video games. He found that it actually helps kids and teens with their visuospatial cognition. He found that publication bias are a big problem for this subject because it had already had the mindset that video games were bad and dangerous, These results may change the minds of some people when it comes to this…

    • 948 Words
    • 4 Pages
    Improved Essays
  • Decent Essays

    Taken together, this suggests that quantity may play a larger role than the quality of games played. it adds: these findings do not support the idea that regular violent game play is linked to real world violence. Those researcher have found that violent video games don’t affect the children. In conclusion video games dont cause violence. My points are parenting should be an active part of kids gaming experience, game warnings are everywhere, and there are lots of researches made.…

    • 465 Words
    • 2 Pages
    Decent Essays
  • Improved Essays

    Shooting in the dark, since the 1950’s social scientist has been studying the effects media violence have on behavior, video games in particular do to its realistic, bloody gore features. On this article the author talks about the young man who open fire at the movie theater in Aurora, Colorado and other massacres that have happen in the United States and what they all had in common. They were all video gamers who were believe to be acting out a dark digital fantasy, and the idea to go on a rampage was due to the exposure they got from computerized violence, but did it really? He goes on to say.…

    • 687 Words
    • 3 Pages
    Improved Essays
  • Improved Essays

    Digital Nation did a wonderful job presenting information about how the world is changing and becoming more digitalized. Though it may be a good video, we need to know if its content is valid. Using media literacy, we will understand where the information is coming from and whether or not it should be trusted. In order to do this, we need to ask questions about the different things we are viewing. After doing this, we can see that this video is literate in some cases because it has good authorship, but not in other cases because their experiments aren’t as credible with the questions we ask.…

    • 1004 Words
    • 5 Pages
    Improved Essays
  • Improved Essays

    Steve Johnson’s, “Why Games are Good For You”, is part of his best-selling book Everything Bad Is Good for You: How Today’s Popular Culture Is Actually Making Us Smarter, which was published in 2005. Johnson writes about science and culture, specifically the impact of cyber technology on human perception and communication (481). Through this essay, Johnson defends the value of video games, along with other past times that are considered a waste of time. His main claim is that video games teach us how to think, which in turn helps us make decisions and form attitudes based on the decisions we make.…

    • 824 Words
    • 4 Pages
    Improved Essays
  • Great Essays

    Video games, along with the study of the brain have both advanced astronomically within that past few decades. Since the creation of video games, the question whether video games hurt or help the development of a human brain has been a strong topic to research. A study headed by Gregory Clemenson and Craig Stark in 2015 attempted to see how video games and hippocampal associated memory work together. The part of the brain that this study refers to mainly is through associations of the hippocampus and memory. Clemenson and Stark (2015) attempted to look at ways to alleviate hippocampal cognitive deficits through sensory stimulations.…

    • 1272 Words
    • 6 Pages
    Great Essays
  • Improved Essays

    Psychopathy In Offenders

    • 1184 Words
    • 5 Pages

    V. Summary of The Article. In this 2014 article, “Interpersonal and Affective Traits of Psychopathy in Child Sexual Abusers: Evidence from a Pilot Study Sample of Italian Offenders”, by Adriano Schimmenti, Alessia Passanisi, and Vincenzo Caretti, analyzes evidence from a study of inmates in Italy, all of whom were convicted of violent crimes. They were interested in seeing if those inmates convicted of child sex abuse (CSA) has a higher rating of psychopathic behavior than those inmates not convicted of CSA. They knew that the features of psychopathic behavior were characterized by Hare & Neumann (2008, as cited in Schimmenti et al., 2014) as a constellation of interpersonal, affective, and behavioral characteristics such as grandiosity,…

    • 1184 Words
    • 5 Pages
    Improved Essays
  • Improved Essays

    Extra Life with Videogames A new game has just hit the market and is becoming a major seller to all the kids. However, this game is rated M for mature, meaning kids over the age of seventeen can play. The way to purchase the game for those under the age is to have a parent with them. Sex, violence, gore, and drug use are the major feature of the game.…

    • 1340 Words
    • 6 Pages
    Improved Essays
  • Superior Essays

    With the leaps that technology has made, individuals’ reliance on screen technology has become so prevalent that it permeates all aspects of life, such as education and entertainment. Neuroplasticity is the theory that the brain is malleable and therefore adapts to environments and experiences in spite of disabilities, injuries, or old age (Doidge 2010). This allows screen technology to influence astuteness. Some scholars argue that screen technology positively affects cognitive skills, whereas others disagree. This essay will outline the debate of the positive and negative effects of screen technology on cognitive development.…

    • 1110 Words
    • 5 Pages
    Superior Essays
  • Improved Essays

    Introduction The focus of the investigation was to determine if there was a difference between males and females in terms of verbal aggression after watching violent media. This was done by collating the data given by the test subjects whilst viewing the violent material (Braveheart). The experiment was based on the testosterone differences often found between men and women. At the beginning of the investigation it was thought that the difference in testosterone levels would correlate to the increase of verbal aggression.…

    • 862 Words
    • 4 Pages
    Improved Essays
  • Improved Essays

    Mark Zuckerberg, Steve Jobs, and Bill Gates. All are successful men whose names have become recognizable worldwide. They all have made their fortunes in computer science and social networking websites. Billions of people use their inventions every day, and are essential to their daily life Technology and social media are becoming even more intertwined in our lives. Television shows, social networking websites, video games, and smartphones all combine to make the whirlwind of media that surrounds young adults 24/7, 365 days a year.…

    • 1645 Words
    • 7 Pages
    Improved Essays
  • Improved Essays

    Kids Should Play Video Games Nowadays, Technology is one of the most important resources that humans are using in their daily life. Since computers were invented people have found the most useful purpose for themselves. From personal computers that help people to do their assignments everywhere to small consoles that allow people to play video games. Thanks to those amazing inventions today kids can enjoy and learn from something that old generations could not, which is huge advantage. However, there are many people claiming that new technologies such as video games are affecting children physically and mentally causing disorders in their social behaviors.…

    • 1187 Words
    • 5 Pages
    Improved Essays
  • Improved Essays

    The influence of news media organizations is great. It provides information to the masses of society, who generally take their information as fact since most people are uninformed of the subjects they present. The coverage of various prominent figures and their views on the video game controversy by major news media outlets had helped promote certain views of video games; to a degree, set a moral panic of perceived violent and sexist video games. While the narrative that certain videogames have an influence on gamers is presented by the mass media, there is still another side of the story.…

    • 770 Words
    • 4 Pages
    Improved Essays
  • Great Essays

    Parents need to become more knowledgeable of content and exert greater supervision over the games their children are playing. In a study performed by Woodard and Gridina, they stated that, “While most parents (88%) report regularly supervising their children’s use of television, only about half (48%) report regularly supervising their children’s use of video games” (Woodard & Gridina). Why are parents worried about the programs that are on television more than the content in video games? Have parents become desensitized to the content of the video games which causes little worry of long term effects? With hundreds of theories that state why youth gun violence has become a major problem, it is hard to simply explain the correct answer.…

    • 1455 Words
    • 6 Pages
    Great Essays