StudentShare
Contact Us
Sign In / Sign Up for FREE
Search
Go to advanced search...
Free

The Hitman Study - Essay Example

Cite this document
Summary
The paper "The Hitman Study" tells us about the effects of violent games. Studies of children exposed to violent media have shown that they may become numb to violence, imitate the violence, and show more aggressive behavior…
Download full paper File format: .doc, available for editing
GRAB THE BEST PAPER92.5% of users find it useful
The Hitman Study
Read Text Preview

Extract of sample "The Hitman Study"

The authors of ‘The Hitman Study’ explore different theories on the effects of violent games: catharsis hypothesis, mood management, and social learning.

Previous research by Ryan et al in 2006 shows that both non-violent and violent games lead to improved psychological well-being and self-esteem. Their view is that video game play encourages well-being via autonomy and competence which is in harmony with mood management. Bradlyn, Cole, Kato, and Pollock carried out research in 2008 on youth with cancer; using the Re-Mission game, a first-person shooting game, showed improvement in treating self-efficacy and adherence of the sick youths.

The study links aggressive behavior with violent video games. The study was carried out on 103 young adults.  They were given frustrating tasks and consequently picked randomly to play the nonviolent game, no game, or violent game as an antagonist (bad guy) or protagonist (good guy fighting evil).   

Two approaches, follow-up, and main experimental analyses are used in examining the hypothesis. Effects of randomized exposure to no-game, non-violent, or violent game conditions are looked into in relation to hostile feelings, aggressive behavior, and depression. Non-experimental or follow-up analysis entails the examination of previous violent game exposure through a ranked regression for relationships with hostile feelings, aggressive behavior, and depression.

The majority of youth who participated in the research were familiar with sampled video games. A few numbers, 10% of interviewees, had never played any violent game. No-game group (control) was the most aggressive of all hence leading to the conclusion that video games do contribute to aggression.  Laboratory studies did not provide any evidence on whether exposure to violent video games decreased or increased aggressive behavior. The effect size confidence interval given contradicts catharsis hypotheses and social learning on aggressive behavior regarding violent video games.


The study shows that violent games lower hostile feelings and depression via mood management. The utilization of violent video games may increase an individual’s capability in tolerating stress. Violent games provide mechanisms whereby players enforce control over a virtual world, counterbalancing feelings of lack of control over life or helplessness, as well as a sequel of depression or hostile feelings emanating independently.

Some of the strengths of the research include the ability of follow-up and main experimental analyses to explore both short-term laboratory effects and long-term real-life effects. Both analyses controlled for trait aggression and potential consequence of gender, as the variables are demonstrated to have a relationship with past studies.

The current study has limitations. First, a sample of college students was taken to represent a common demographic; the results may not apply to non-college peers. Secondly, the samples were majorly from Hispanic hence cannot apply to other cultures.  Lastly, laboratory studies on effects do not simulate aggression measures in the real-world.

The limitations of studies could have been countered by equally involving all the ethnic groups, and involving non-college youths. These two steps reduce all the discrepancies that accrue due to tied sample space.

Since an experimental study was conducted to look into a violent video game, statistically analyzed, the data obtained is extrapolated to other ethnic groups with some tolerance. The data will be used on other ethnic groups, assuming Hispanic represent the American Culture.    

The data presentation helps in evaluating the observable impacts of the violent video game on human behavior. The sheds light on real-life events that occur or occurred, for example, the relationship between violent video games and Virginia Tech Shootings, the shooter did not video games.

Read More
Cite this document
  • APA
  • MLA
  • CHICAGO
(“HITMAN STUDY Essay Example | Topics and Well Written Essays - 500 words”, n.d.)
HITMAN STUDY Essay Example | Topics and Well Written Essays - 500 words. Retrieved from https://studentshare.org/psychology/1631046-hitman-study
(HITMAN STUDY Essay Example | Topics and Well Written Essays - 500 Words)
HITMAN STUDY Essay Example | Topics and Well Written Essays - 500 Words. https://studentshare.org/psychology/1631046-hitman-study.
“HITMAN STUDY Essay Example | Topics and Well Written Essays - 500 Words”, n.d. https://studentshare.org/psychology/1631046-hitman-study.
  • Cited: 0 times

CHECK THESE SAMPLES OF The Hitman Study

Finance for Manager

Here the study also involves a detailed insight into the duties of the financial manager in the company and again recommendations have been developed based on three main factors, i.... This assignment "Finance for Manager" perfectly shows that this case is of a company that was started in 1990 by Julius Smith-Brown in West Yorkshire – Jool's Furniture Industries Ltd....
20 Pages (5000 words) Assignment

Investigate whether financial conservative policies depend on financial distress

The paper also describes the research methodology that will be used in carrying out the study.... Definitions Financial conservatism For the purpose of this study financial conservatism is defined as a persistent financial policy of low leverage and high cash holdings....
4 Pages (1000 words) Dissertation

How Violent Video Games Contribute to Violence

This research paper "How Violent Video Games Contribute to Violence" explores violent video games which usually bear grievous impacts, and entail being aggressive.... Because they normally alter an individual's behavior to conform to what the games advocate and apply in the real life.... ... ... ...
6 Pages (1500 words) Research Paper

Personality in Computer Games

Another such popular game, hitman, has a very strong character personality that is an emotionless killing machine targeting specific targets.... Computer games have gained enormous popularity in spite of many dedicated gaming machines like Play Station, Xbox, Nintendo and the WII....
4 Pages (1000 words) Article

Walt Whitman

His works have long been the staple readings at English classes that range within all levels of education.... The bearded man often seen in pictures accompanying his poems has been a.... ... ... His poems, written over a century ago still reverberates affinity toward today's literary reader with the direct points and unending themes he has incorporated as his own during his time as a struggling writer....
4 Pages (1000 words) Research Paper

Bad and Good Effects of Videogames That Need to Be Balanced

The popularity of videogames nowadays is attracting several researchers, psychologists and other experts to the study of its effects on social and psychological behaviors of gamers.... The essay "Bad and Good Effects of Videogames That Need to Be Balanced" shows up that videogames may influence aggressive behavior, addiction, poor school performance, and social maladaptation, but on the other hand, they deter many from rash acts outside the home, increase self-esteem and overall satisfaction from life....
9 Pages (2250 words) Essay

Finance Statement of Jools Furniture Industries Ltd

The study also involves a detailed insight into the duties of the financial manager in the company.... The main purpose of this report is to identify the current position of the Jool's Furniture Industries Ltd and to develop possible solutions that the company can adapt to improve the current position....
20 Pages (5000 words) Assignment

Aggressive Video Games as a Factor in Aggressive Behavior

In the proposed study, we aim to further understand the link between violent video games and aggressive behavior.... The paper "Aggressive Video Games as a Factor in Aggressive Behavior" states that consolidation of similar studies from other states might also help to analyze the statistics of a wider area that can make a conclusive result regarding the relationship of violent video games and aggressive behavior....
16 Pages (4000 words) Coursework
sponsored ads
We use cookies to create the best experience for you. Keep on browsing if you are OK with that, or find out how to manage cookies.
Contact Us