What theory (ies) were used to underpin the research?
The author has used the cultivation theory. It argues that video gaming causes addiction among the youths with mental disorders. The positive and negative aspects of gaming have been explored. The author has applied his personal experience about how video games have had a positive and negative impact on his adolescent son. In addition, the theory has been used to identify the aspects of pathological gaming and psychological disorders in adolescents and young adults.
Was the theory appropriate for the research questions and hypothesis?
The theory is appropriate because it helps to answer the research questions. It has been used to identify solutions to the queries raised. In addition, the gap between the different theories helps to identify appropriate aspects to be addressed in the research paper.
What is the hypothesis?
Null Hypothesis: Pathological video gaming and psychological disorders in adolescents and young adults have a correlation.
Alternate Hypothesis: Pathological video gaming and psychological disorders in adolescents and young adults do not have a correlation.
What are the research questions?
Does having a personality disorder mean you have a rigid and unhealthy pattern of thinking and behaving no matter what the situation?
Adolescents and young adults with pre-existing psychological disorders are more easily drawn to pathological video gaming.
How much time do the participants use on video games in a day?
How often are the games played on a daily basis?
What variables affect the hours and days spent playing the video games?
Does playing video games lead to psychological disorders?
Does pathological gaming cause an increase in loneliness?
Are people with psychological disorders drawn to this type of secluded entertainment offered by the video games?
What is/are the independent variable(s)?
Pathological Video Gaming and Psychological Disorders in Adolescents and Young Adults.
What are the dependent variable(s)?
Time spent at school or doing homework.
Time spent at work.
Time spent traveling to and from school and work.
Preexisting diagnosed psychological disorders.
Perceived level of life satisfaction.
Amount of time spent playing video games.
Types of video games played.
How long and how often they are played?
How much time is spent focusing on video games when they are not being played?
What additional activities they participate in and how often?
How much face-to-face social interactions they have?
What research methods did the author(s) use?
Quantitative method has been used.
What was the population (or sample) used in each article?
Population: Adolescents and Young Adults.
How do they rationalize the population used?
Video games are played mostly by adolescents and Young Adults. It is rare to get adults playing video games. In cases where adults play video games, they do it for fun, and their numbers are negligible. Therefore, using the population of adolescents and young adults would provide a sustainable number of respondents during the research.
Was the methodology appropriate to answer the research question?
The methodology applied is appropriate for answering the research questions. The research questions seek to identify the exact relationship between the dependent and independent variables. A correlation between the two helps to answer the research questions. In addition, the quantitative methodology used provides mathematical figures used in statistical computations of the hypothesis (Selvaraj & Loganathan, 2008). The data will help to identify the level of significance, correlation coefficients, and other aspects required when determining whether to accept or reject the hypothesis.
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