Sunday, May 3, 2020

Impacts of Gaming and Social Networking Decrease Violence Amongst Tee

Question: Discuss about theImpacts of Gaming and Social Networkingfor Decrease Violence Amongst Teenagers. Answer: Background and Overview Social media has changed the way of communication across the globe. Social networking sites have evolved the communication way so that information can be shared properly over the internet. It not only connects the people with the world but also shares a platform where each can put their opinions without doing any harm to other people (Ferguson and Colwell 2016). As the teenagers are more involved in these platforms, a number of violent crimes also decreased. On the other hand, with increasing sales of video games, violence amongst teens tends to drop. It is stated that, playing violent video games or spending more time on the social networking platform increase aggressing behavior amongst the teenagers. Through this research proposal, the researcher tries to highlight a major fact that there is no such evidence which indicates that gaming and social networking increases violence amongst teenagers. Instead of it, it is identified that these platforms encourage the teenagers more to not to get involved in any crimes or violence. Research Objective The research objectives are as follows To identify the extent through which gaming and social networking have positive influence over teen violent behavior To explore the behavioral changes of teenage people due to gaming and social networking To recommend the way through which gaming and social networking can further reduce the teen violent behavior Conceptual Foundation of the Topic Impacts of Gaming on Teenagers According to Granic, Lobel and Engels (2014), prosocial video games can enhance the lives of adolescents and children with mental growth. Video games not only increase the spatial, visual and cognitive abilities of the teenagers but also decrease depression and frustration amongst the teenagers. Now a day, teenagers mostly spent their times by playing video games such as Super Mario, Contra, tick tack toe and many others. Wang et al. (2015) opined that, in the teenage years, youth are become violent and aggressive towards small things. But from the research, it is identified that engagement in video games distract teenagers' mind which stops them to do any unethical behaviors. Figure 1: Conceptual Framework (Source: Created by Author) Impacts of Social Networking Sites on Teenagers Ferguson and Colwell (2016) acknowledged that social media poses benefits for teenagers health, mind and development. This has significant impacts on reducing violent crimes form the teenage world. Granic, Lobel and Engels (2014) opined that social networking platforms such as Facebook, Twitter, YouTube and many others highlights drastic events on the society. Promotions of these events on social media platforms allow the people to share their opinions verbally. Teenagers can also show their aggressiveness over these platforms by sharing their views, but this stops them to do any physical violence against anyone. Supportive environments of social platforms help the teenagers to act in more friendly rather than become violent or aggressive. Research Scope The major scope of this research proposal is to analyze the impacts of social networking sites on teenage behaviors. Through this research proposal, it can also be identified that that use of social networking sites or playing video games can decrease the violence amongst teenagers or not. References Ferguson, C.J. and Colwell, J., 2016. A Meaner, More Callous Digital World for Youth? The Relationship Between Violent Digital Games, Motivation, Bullying, and Civic Behavior Among Children. Ferguson, C.J., 2015. Do Angry Birds make for angry children? A meta-analysis of video game influences on childrens and adolescents aggression, mental health, prosocial behavior, and academic performance.Perspectives on Psychological Science,10(5), pp.646-666. Granic, I., Lobel, A. and Engels, R.C., 2014. The benefits of playing video games.American Psychologist,69(1), p.66. Wang, C.W., Ho, R.T., Chan, C.L. and Tse, S., 2015. Exploring personality characteristics of Chinese adolescents with internet-related addictive behaviors: Trait differences for gaming addiction and social networking addiction.Addictive behaviors,42, pp.32-35.

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