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Monday, 2 November 2009

Video Games and Violence- Hypothesis

Hypothesis
In this section of the report, it is going to give the Hypothesis. The hypothesis is that gaming does not change or effect behavior of most gamers in the world. Also violence acts involving addiction to games are very rare and are usually associated by the press and people with every game in the industry.

Video Games and Violence - Research Methodology

Research Methodology
In this section of the report, it is going to explain the different ways data was collected for the research of the report and how the data is going to be analyzed
Research is the most important part of the report as it will help make a more balanced and correct conclusion to the initial question. In the research stage of this report, A mind map was created that would show the topics to be researched to make up the research results part of this Report.

The topics that was researched were
• Definition of Violence
• Addiction and Video Games
• Studies showing different effects of video games that have on People’s behavior
• Publicized Violent Incidents
• Regulation of Games
• Banned Games in the UK

In report s there should be two main types of research that are usually collected and used in the research stage of the report.
The two main types are Primary and Secondary Sources

Unfortunately, because of this report having a upcoming deadline, conducting a primary research would take too long to obtain (and filling out the ethics report would add to this as it would involve people in the research) and would take long to show the results of the primary research.

The secondary Sources that are going to be used in this report are going to be Internet Sources, News Articles, Text Books and Visual data to back up accusations with (Tally charts, graphs etc)

The Quantitative Data (Objective Data) that is going to be used in the report will be graphs and tables showing relations between two concepts e.g. Amount of Gamers against Age Groups. Also Quantitative Data will be in the Questionnaires for example amount of time playing on a gaming console/pc a week

The Qualitative Data (subjective data) that is going to be used in the report will be the opinions of the scientists, gaming designers etc on the matter of the question

When all of this research has been collected it will help recognize the opinions of this subject and then help create a conclusion as different views on this debate have been shown and it would help to be more of an unbiased opinion

Thursday, 22 October 2009

Video Games and Violence Literature Review

Anderson, Craig & Dill, Karen, 2000 states that there is a clear relation to increase aggression and violence when people play violent video games. They also state that in their experiment where they aloud students to play two type of games (Wolfenstein- a violent game and Myth- a non violent game) that when the students were being blasted or attacked by other students they was getting annoyed and aggressive as they allowed the students to pick a noise if they win a battle. The result from them was picking a noise lead to people who were losing making a louder noise when they eventually won.

However Jackson, Paul 2007 thinks that the gaming industry is often blamed for everything negative that comes out of all media and thinks that they are very responsible and keen on creating games that are suitable for the intended age group. Also Braben, David 2007 thinks that gaming tends to get singled out for these acquisitions and believes that research only takes into account gaming, only one type of media that people use.

Aidman, Amy 2005 believes that boys incorporate violence from early stages of their development from all types of media (TV,Games etc). She believes that boys (Almost half from her study of 70 boys) incorporate violence, threat and conflict from media and incorporate that into their imaginary worlds.

Anderson, Craig & Dill, Karen - Video Games and Aggressive Thoughts 2000 on About.com

Jackson, Paul and Braben, David- Games Study Violence is Launched- Article

Aidman, Amy – Media and the Make Believe World of Children – Book published 2005

Monday, 19 October 2009

Mind Map of some Topics that are going to be in Report


Here are some of the topics that are going to be addressed in my video games and violence report

Friday, 9 October 2009

Reflection on your learning style

The Vark Questionaaire aims to find out something about peoples preferences for the way people work with information. Different people will have a preffered learning style and one part of that learning style is peoples preferences for the intake and output of ideas and information.

My results from the Vark Questionairre are as followed
  • Visual: 2
  • Aural: 9
  • Read/Write: 6
  • Kinesthetic: 1
As you can see from my results it shows that I am a Aural Learner which means that I prefer to listen to the intake and output of ideas and information.

I have to disagree with the findings of this Questionairre. I learn better from actually doing activities (Kinesthetic), reading books and writing up notes (Read/Write) and actually seeing the information and what has to be done (Visual). I would actually say the Aural Learning Style is my weakest point as sometimes I find it hard to listen for long peroids.

I am not sure that the Vark Questionnaire is a effective tool in evaluating your preferable learning styles as the Questions to be answered seemed to vague. However to be a effective learner you have to learn all the styles of learning and the Vark Questionnaire has made me re-evaluate my worst learning style(Aural as talked about above) and made me want to work on this weakness even though it said it was my Preferred Learning Style

Sunday, 27 September 2009

My Swot Analysis

My SWOT Analysis

This is my SWOT Analysis


Strengths

  • Eager to Learn new skills
  • Eager to Make new friends to improve teamwork
  • Find it easy to work individually or in a team
  • Able to work outside university to fully benefit from Lectures
  • Able to manage on deadlines dates easy

Weaknesses

  • I am not good at organising work into catergories
  • Maybe not able to fully benefit from University services as I commute to University
  • I am not confident in giving oral presentations

Opportunities

  • Able to pick up new skills from the course and the students
  • The university provides a lot of variety of services
  • Able to work on some of the weaknesses as for example the university provides services to help work on oral presentations

Threats

  • As I rely on student finance for a loan, the government are planning to raise university prices and lowering the amount of loan a student can access
  • As I rely on the train service, weather or accidents may delay or prevent access to the university
  • No Guarantee of getting a job straight after leaving university as future employment climate could be unpredictable

Learning Line E-tivity 1c


This is my learning line throughout my current life. As you can see I have lots of sources of learning environments throughout it and have learnt skills in each step of the way. Each skill I have obtained throughout the Line will be essential to me throughout my personal and working life for example in work experience I learnt responsibilities and how to work on deadlines. This is going to be beneficial to me as there will always be different responsibilities I will have when in a job and in my personal life e.g. Paying bills, taxes etc and working on deadlines will always be crucial as there will be always deadlines being set throughout life. So throughout life everyone picks up skills in different environments throughout their life that are going to be beneficial and crucial to them in the future