Playing Video Games Can Help to Control Dreams Essay

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Lewin’s article offers a detailed insight into the understanding and utilization of online digital devices. It further outlines the correlations amid the period spent and class performance. It reveals the specific online sites that the subjects constantly visit. Overall, the research helps us comprehend the impact of the rapidly changing media world on the academic performance and behaviour of students (Lewin).

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The study intended populace comprised of students aged from 8 to 18 years. A sample extent for this study was 2000 students (Lewin). Given that the results from the sample would reflect the status of the whole population, an outsized sample size would be appropriate. The study aimed at revealing the status of use of digital devices amongst kids. Their choice of student aged between 8 and 18 years was perfect as young individual are constantly in contact with digital devices.

The article does not list all question asked, although the few highlighted seem to have generated the required information. The first question reveals how many interviewees multitask while using various online digital devices. One of the interviewees discloses that life would be very boring without these devices. The questions also enabled classification of various participants as either heavy or moderate users based on the hours they spent online. The interviews were definitely effective because results obtained have helped in establishment of a link between academic performances and hours spent using fancy computer gadgets. Donald Roberts, a communication expert is mesmerized by the hours that kids spend on media after the revelation from the survey (Lewin). It is imperative to assert that the survey was effective since it met its objectives.

The researchers calculated the percentages after data assortment. It revealed that the number of C scorers were probable to be high users (Lewin). The calculation of percentages put the raw data in a form that is easy to comprehend. Suitable presentation has facilitated evaluation of the data from this survey with that of previous studies and it has left many parents startled. Many stakeholders from the media fraternity stated that the use of media would not progress but results from this survey were divergent. Interpretation from this survey disclosed that entry into the market of new sophisticated gadget has led to exponential increase in the use of media. This is factual; however, the increase depends on the emergence of sophisticated gadgets, as well as the changing lifestyle trends.

The survey utilised interviews to collect data. Unlike questionnaire, interview technique prompts the researcher to ask the participant numerous questions while at the same time grant the interviewee opportunity to give own views on the topics. Interviews require more workforces especially where the interviews are lengthy and time consuming. There was effective application of interviews, the advantage of the small sample size. This would have probably been different if questionnaire were administered, as they require no supervision.

The above study has brought to light astonishing results. The stakeholders in the media fraternity had predicted minimal growth in the usage of online sources of information. Subsequent survey have revealed otherwise. This has linked to the entry of new urbane devices that have turned media part of participants’ lives. The research methodology has demonstrated effectiveness given the age of the participants. The choice of interview approach was effective as opposed to questionnaire. Effectiveness of the interviews was reliant to personal touch. The survey should have included more students to diminish possible errors.

Work cited

Lewin, Tamar. If Your Kids Are Awake, They’re Probably Online. The New York Times. 2010.Web.

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IvyPanda. (2022, September 16). Playing Video Games Can Help to Control Dreams. https://ivypanda.com/essays/playing-video-games-can-help-to-control-dreams/

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"Playing Video Games Can Help to Control Dreams." IvyPanda, 16 Sept. 2022, ivypanda.com/essays/playing-video-games-can-help-to-control-dreams/.

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IvyPanda. (2022) 'Playing Video Games Can Help to Control Dreams'. 16 September.

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IvyPanda. 2022. "Playing Video Games Can Help to Control Dreams." September 16, 2022. https://ivypanda.com/essays/playing-video-games-can-help-to-control-dreams/.

1. IvyPanda. "Playing Video Games Can Help to Control Dreams." September 16, 2022. https://ivypanda.com/essays/playing-video-games-can-help-to-control-dreams/.


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IvyPanda. "Playing Video Games Can Help to Control Dreams." September 16, 2022. https://ivypanda.com/essays/playing-video-games-can-help-to-control-dreams/.

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