Research task (Wednesday 6th-Friday 8th January 2016)

1) The difference between primary and secondary research:

a. Primary research is new data (information) collected from a group or individuals using surveys that questionnaires or interviews. It can be number of settings.

b. Secondary research is research that has already been conducted. You can finish secondary research through the internet, books from library or newspaper(s).


c. I think both primary and secondary research methods are useful when working in the media industry because I am interested in interviewing or collecting data from a group of deaf people about their situation linked to barriers in the hearing world e.g. mainstream school. This would help me to prove that this issue need to be improve. Primary research may show finishings that can then be backed up by secondary. Both research used together leads to a more complete perspective. Therefore for secondary research, it would be also useful to research through the internet about other deal people’s opinion from different area s about how their life get affected by communication barriers. I could also look in the library for deaf history and fins newspapers article. Deaf people in the UK are interest in deaf history as it represents their true identity and incisor on passing on their next generation.

2. The difference between Quantitative and Qualitative research:

a. Quantitative research is factual data from graphs, number, chart etc.

b. Qualitative research is data collection from people’s opinions or views.

c. In the general, I think both research method s are useful because quantitative research is visual and easy to understand while qualitative research would show the evidence of people’s views or opinion of their situation using both lead to well founded out research.



a) Primary Research on the opinion from teenagers think  video games are bad for them: 


In summery:






b) Secondary Research on the effects of video games on teenagers:

This website (see below) explains the impact of using video games. Firstly, the article bring out some positive aspects of video games: it says that games could help children with their ‘manual dexterity’ and ‘computer literacy’ which suggests that video games can help children learn how to use computer and improve their coordination. However, most children in the US play video games that contain violence which causes concern for teenagers as to whether it causes ‘aggressive behaviour’. In addition, a  survey created by the Kaiser Family Fountain in 2010 found out that children aged eight to eighteen play violent video games for up to ‘seven- and- a- half hours a day’. It suggests most children around this age play theres violet games for a longtime which possibly increases their aggressive behaviour. However, there are parents that have rules to restrict them what they watch.



Other articles from the BCC about a study from Canada that teenagers who play violent games causes a lack of ‘moral maturity’ for teenagers (moral maturity means thinking about right and wrong). This research, from Canada, also found that hundreds of teenagers aged thirteen- fourteen don’t have ’empathy for others’. These teenagers are unable to think what is right or wrong because the are on violent games for long hours everyday.



c. Quantitative Research:

According to this website (see below) which shows a graph of the popular video games from January to August 2015. It shows the most popular game as Grand Theft Auto V which is usually played in a PS4 sold two hundred and forty- four thousand, six hundred units.



Another article called Digital Spy showed that Grand theft Auto 5, which was released in 2013, was the most video game and sold “34 million copies worldwide by August”. However this game released PS4 and Xbox One, sold ‘almost 4 million copies in the UK”. This shows Grand Theft Auto 5 is the best selling video game in the UK.



d. Qualitative Research: video games industry’s opinion about the violent video games’ effect on teenagers.

This link show the different views about the effect of violent video games on teenagers. For example Cliff Bleszinski, who is the former design director for Epic Games, give his view and he says there is no link between playing violent video games and real life violence. His view is supported by Tommy Tallarico, who is the creator and composer (create the model for video games) for Video Games Live, whose view is that violent video games don’t affect the real life world: “”Violence unfortunately is a part of human nature.” which suggests that violence is natural for humans and their behavior is not influenced by video games like “Cain didn’t bludgeon Abel with a Gameboy;”.



4. 250 words mini evaluation of the research

The most useful research is secondary because it shows the data deeply and it also shows lots evidence to prove, about the effect of violent video games on young people, by using internet, book(s), newspaper e.g. It can make the impact for other people and to make them aware the risk health issue for young people depend the view of positive and negative.

However, the least useful of research is qualitative because I find it difficult to research the opinion of people who work in video game industry about the effect of violent games on young people on use internet. It don’t show any quotes of the opinion expect other people such as parents, experts or young people who playing violence video games.

Furthermore, I would like to do this as a media researcher because I am interested to research the evidence of people’s opinions and theirs issues include deaf people depend on the target audience. I also would prefer to use both primary and secondary research because the primary research is visual for deaf audience by using graph or chart with numbers or percentages and is easy to understand. However it can be backed up by secondary research as it provides lots of information to show evidence of deaf people’s situation (education, health service etc.). It can be shown on website for example The Buzz which create by NDCS or Action on Hearing Loss which shown the graph of the population of people who in risk of having hearing loss.

5. Explore the idea of violent video games


Passive audiences means the audience accepts everything while watching or playing on media without using moral maturity or thinking deeply about it.

Active audiences means every person able to make own view when reading message from media. Because today is 21 century and people become active. It depends on their experience, background e.g.

In summary, I think most teenagers become aggressive because of playing violent video games for long hours. It causes them to become a passive audience and have lack of moral maturity which may cause them to harm other people especially in US as over there most people use guns to protect themselves and sometimes they have to shoot a person or  people. However, not all teenagers are passive- they can be realistic when playing violent video games- they are aware that the games they playing are fake and won’t hurt people. They are an active audience.






EXTENSION TASK: Create the script for the opening ten minutes of your TV documentary.



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