2 Sample Research Paper Proposal 1
2 Sample Research Paper Proposal 1
Research Proposal
Student’s name
ENGL201
Professor’s Name
January, 2022
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1. Introduction
1.1 Rationale
Video gaming nowadays is becoming a prevalent hobby not only among children but
among adolescents too. It is currently considered more than just entertainment; some consider
gaming a professional sport, while others see it as a career. It is a very big and diversified
industry, and thus it has its own flaws and drawbacks that affect the players, as well as others
such as developers, artists, and all affiliated to the same industry. Within this research, seek to
assess how video gaming influences players, the existing literature on video gaming is mixed and
often focuses on either negative impacts or positive impacts only. Our aim in this paper is to
study the perceptions of the effects of video gaming, and study why it is an important article of
interest in our everyday life to understand whether video games deserve all the public reputation
How do NU undergraduate students perceive the the impacts of video gaming on them?
B. Genres of gaming
B. Violent games impact on aggression, the good and the bad (Ferguson, 2007)
cognition (Ferguson, 2007)
IV. Conclusion
A. Summary
B. Research gap
The simplest explanation for video games is that they are interactive software primarily
used for entertainment. According to Quwaider et. al. (2019), video games are like sports but
being played on a computer, it is more like a rough simulation of real life, which allows players
Key elements of video gaming can be considered as the main aspects that assure an
enjoyable, successful and unordinary video game experience for the players. According to
Rogers (2016), key elements of video games contribute to the effects of video games, so in our
paper, we will be discussing only three of them that were covered by Rogers (2016): rules,
With the ever-increasing number of video games and game developers, it is impossible to
count or list all the genres of video games. However, each video game represents one or more of
these genres. In our paper, we will be considering the most common 6 of them; action,
In order to understand fully the different types and genres of video gaming, it is essential
to know what motivates players to play video games in the first place. As reported by DeRosier
and Thomas (2018), teens are motivated to play video games for their passion of defeating each
other; they love the feeling of victory and achieving a goal, they admire creating and controlling
their own character. DeRosier and Thomas (2018) concluded that players choose specific video
game genres according to their features that satisfy their basic psychological needs.
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Research has reached numerous negative impacts to videogaming, such as its effects on
cognition, levels of aggression, and weight gain, and behavior. Merzenich (2011) stated how
intensive exposure to video games could lead to ADHD-linked behaviors. Moreover, Freguesen
(2007) stated how video game violence could be related to different measures of aggression.
Obesity is another side effect to vieo gaming. Rogers (2016) stressed that through reporting how
when the players take a big portion of his or her time playing video games, this adds up to be in
the house all day or not being interested in participating in sports or any activities. This will
result in the player to gain weight depending on their playing hours routine. Excessive gaming
was also linked to behavior and visuospatial abilities. Fregueson (2007) stated, “violent video
game playing was associated with higher visuospatial cognition. It may be advisable to reframe
the violent video game debate about potential costs and benefits of this medium.”
Despite all those negative effects to videogaming, it was proven to have positive impact
on education, behavior and certain aspects of patient treatment. Quwaider et. al. (2019)
discovered that neurons in the human body cope with the effects that occur while playing video
games in the same way as they deal with the effects in the real world. It should be stated that
video games could have beneficial effects on players' attitudes, such as enhancing social skills,
mental skills, and problem-solving abilities. Moreover, Bavelier et. al. (2011) found behavioral
advantages to playing action games. For example, improvements in low-level vision, visual
attention, and speed of memory. Video games have played a part in education. As mentioned by
one of the interviewers stated by Rogers (2016), video games have taught him more about the
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Second World War than any history classes he has taken. This demonstrates that video games
4. Conclusion
Almost all studies have focused on the impact of video games on players' social and
mental health, either in good manner or in a bad manner. However, few studies have been made
on the influence of video games on Egyptian gamers, especially among young adults aged
between 18 to 26 years. Thus, our research will focus on the effect of video games on Nile
university students.
4. Methodology
Our research will adopt a quantitative research design to find patterns in the collected
data, and to reach conclusions about the relationships between video games and their advantages
and disadvantages. We will rely on convenience sampling of Egyptian NU students, aged 18-26.
We will share an online questionnaire with students of different majors of both genders. Our
questionnaire shall include 14 questions: 4 on demographic traits such age, gender, and major,
and core questions to address the main objective of our research. Questions will mainly consist
of yes/no and multiple-choice questions with the option of adding extra comments. We are
References
Bavelier, D. , Green, C. S., Han, D. H., Renshaw, P. F., Merzenich, M. M. & Gentile, D. A.
DeRosier, M.E., Thomas, J.M. (2018, March 2). Video Games and Their Impact on Teens’
https://link.springer.com/chapter/10.1007/978-3-319-69638-6_17
Ferguson, C.J. (2007, October 4). The Good, The Bad and the Ugly: A Meta-analytic Review of
Gaming well: links between video games and flourishing mental health. Frontiers in
https://www.frontiersin.org/articles/10.3389/fpsyg.2014.00260/full
Quwaider, M., Alabed, A. & Duwairi, R. (2019). The Impact of Video Games on the Players
https://www.sciencedirect.com/science/article/pii/S1877050919305393?via%3Dihub
Rogers, R. (2016, May 17). How Video Games Impact Players: The Pitfalls and Benefits of a
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https://www.surveymonkey.co.uk/r/N67TM83