/*! This file is auto-generated */ .wp-block-button__link{color:#fff;background-color:#32373c;border-radius:9999px;box-shadow:none;text-decoration:none;padding:calc(.667em + 2px) calc(1.333em + 2px);font-size:1.125em}.wp-block-file__button{background:#32373c;color:#fff;text-decoration:none} Problem 30 Does playing action video games ... [FREE SOLUTION] | 91Ó°ÊÓ

91Ó°ÊÓ

Does playing action video games provide more than just entertainment? The authors of the paper "Action-VideoGame Experience Alters the Spatial Resolution of Vision" (Psychological Science [2007]: 88-94) concluded that spatial resolution, an important aspect of vision, is improved by playing action video games. They based this conclusion on data from an experiment in which 32 volunteers who had not played action video games were "equally and randomly divided between the experimental and control groups." Subjects in each group played a video game for 30 hours over a period of 6 weeks. Those in the experimental group played Unreal Tournament 2004 , an action video game. Those in the control group played Tetris, a game that does not require the user to process multiple objects at once. Explain why it was important for the researchers to randomly assign the subjects to the two groups.

Short Answer

Expert verified
Random assignment was crucial in this study as it reduced biases, eliminated confounding variables, increased generalizability, and minimized selection bias. By randomly assigning subjects to the experimental and control groups, the researchers could create balanced, comparable groups, ensuring that any observed differences in spatial resolution between the two groups were due to the type of video game played rather than pre-existing differences among the subjects. This allowed the researchers to draw valid and accurate conclusions about the effect of playing action video games on spatial resolution.

Step by step solution

01

Introduction to Random Assignment

Random assignment is a fundamental aspect of experimental research because it helps eliminate biases or differences within subjects that may influence the results. By randomly assigning subjects to the experimental and control groups, researchers can create comparable groups, reducing the possibility of confounding variables affecting the results. Hence, this random allocation allows for establishing causality relationships between the independent variable (type of video game) and the dependent variable (effect on spatial resolution).
02

Reducing Confounding Variables

By randomly assigning subjects to the two groups, the researchers can reduce the presence of confounding variables, which are other factors besides the independent variable under investigation that might affect the dependent variable. In this study, confounding variables could include age, gender, cognitive abilities, or experience with video games. Random assignment balances these variables across the experimental and control groups, ensuring that the results cannot be attributed to pre-existing differences among subjects.
03

Increasing Generalizability of Results

Random assignment increases the external validity of the study by ensuring that the results can be generalized to a larger population. If the subjects were not randomly assigned, and there were systematic differences between the experimental and control groups, it would be challenging to generalize the conclusions to other individuals who were not part of the study.
04

Minimizing Selection Bias

Selection bias occurs when the participants in the experimental and control groups differ in ways that affect the dependent variable. Random assignment minimizes selection bias, ensuring the two groups are comparable at the beginning of the study. This allows researchers to be more confident that any observed differences in outcomes between the two groups are due to the intervention (i.e., playing action video games) and not some other characteristic of the subjects. In conclusion, random assignment is essential in experimental studies like this one to reduce biases, eliminate confounding variables, increase generalizability, and minimize selection bias. This ensures that the researchers can accurately determine the effect of playing action video games on an individual's spatial resolution and draw valid conclusions based on the data.

Unlock Step-by-Step Solutions & Ace Your Exams!

  • Full Textbook Solutions

    Get detailed explanations and key concepts

  • Unlimited Al creation

    Al flashcards, explanations, exams and more...

  • Ads-free access

    To over 500 millions flashcards

  • Money-back guarantee

    We refund you if you fail your exam.

Over 30 million students worldwide already upgrade their learning with 91Ó°ÊÓ!

Key Concepts

These are the key concepts you need to understand to accurately answer the question.

Confounding Variables
When conducting an experiment, it's crucial to isolate the factor you wish to study, known as the independent variable, from other influences that could skew the results. These unwanted influencers are called confounding variables. In the case of enhancing spatial resolution through video games, if researchers did not randomly assign participants to the action and non-action video game groups, factors such as age, previous gaming experience, or innate cognitive abilities might influence the outcomes.

For instance, if individuals naturally inclined towards action-packed experiences gravitated towards the experimental group, any observed improvement in visual acuity could mistakenly be attributed to the action video game rather than these inherent preferences. Hence, through random assignment, these potential confounders are distributed evenly across both groups, mitigating their influence on the final data and reinforcing the credibility of the researchers' hypothesis that action video games improve spatial resolution.
Experimental Research
At the heart of experimental research is the manipulation of variables to observe effects. This research method is powerful because, unlike observational studies, it can suggest causality. In our exercise, the manipulation involves gameplay – action vs. non-action video games – to test the hypothesis that certain games can train and enhance a player's vision.

Random assignment serves as a foundation for experimental integrity. It ensures that each participant has an equal chance of being placed in any group, thereby creating an environment that accurately represents a cause-and-effect relationship. This is pivotal for experimental research because it allows the researchers to attribute changes in spatial resolution specifically to the type of video game played, rather than outliers that haven't been accounted for.
External Validity
The concept of external validity refers to the extent to which the findings of a study can be generalized to other situations, people, times, and measures. To attain a high level of external validity, researchers must be able to demonstrate that their sample and experimental conditions are representative of a broader context.

Random assignment fortifies external validity by creating a sample group reflective of a larger population. Without randomization, a study might inadvertently select a non-representative group, leading to conclusions that cannot be reliably applied elsewhere. In experimental research involving video games and spatial resolution, if participants are randomly assigned, the study's findings are more likely to be applicable to the general public, thus offering broader insights into the potential cognitive benefits of playing video games.
Selection Bias
Selection bias is a distortion in the measure of association due to a sample selection that is not representative of the target population. This bias can greatly compromise the conclusions of a study. For instance, if a particular type of person is more likely to volunteer for the action video game group – say, someone who is already an avid gamer – their pre-existing skills could make the improvement seem linked to the game when in fact, it's related to their gaming background.

Random assignment is the antidote to selection bias. It ensures each participant is as likely as any other to be assigned to either the control or experimental group. Such a method prevents systematic differences between the groups and provides researchers with a solid ground to claim any detected effect is due to the game itself, not underlying disparities between the groups. This approach solidifies the integrity of the study, offering reassurance that the observed effects on spatial resolution are genuinely tied to the variables being studied.

One App. One Place for Learning.

All the tools & learning materials you need for study success - in one app.

Get started for free

Most popular questions from this chapter

The supervisors of a rural county are interested in the proportion of property owners who support the construction of a sewer system. Because it is too costly to contact all 7000 property owners, a survey of 500 owners (selected at random) is undertaken. Describe the population and the sample for this problem.

The article "Yes that Miley Cyrus Biography Helps Learning" (The Globe and Mail, August 5,2010 ) describes an experiment investigating whether providing summer reading books to low-income children would affect school performance. Subjects in the experiment were 1300 children randomly selected from first and second graders at low-income schools in Florida. A group of 852 of these children were selected at random from the group of 1300 participants to be in the book group. The other 478 children were assigned to the control group. Children in the book group were invited to a book fair in the spring to choose any 12 reading books that they could then take home. Children in the control group were not given any reading books, but were given some activity and puzzle books. These children received books each year for three years until the children reached third and fourth grade. The researchers then compared reading test scores of the two groups. a. Is randomly selecting 852 of the 1300 children to be in the book group is equivalent to random assignment of the two experimental conditions to subjects? Explain. b. Explain the purpose of including a control group in this experiment.

A study described in Food Network Magazine (January 2012) concluded that people who push a shopping cart at a grocery store are less likely to purchase junk food than those who use a hand-held basket. a. Do you think this study was an observational study or an experiment? b. Is it reasonable to conclude that pushing a shopping cart causes people to be less likely to purchase junk food? Explain why or why not.

In many digital environments, users are allowed to choose how they are represented visually online. Does the way in which people are represented online affectonline behavior? This question was examined by the authors of the paper "The Proteus Effect: The Effect of Transformed Self-Representation on Behavior" (Human Communication Research [2007]: 271-290). Participants were randomly assigned either an attractive avatar (a graphical image that represents a person) to represent them or an unattractive avatar. The researchers concluded that when interacting with a person of the opposite gender in an online virtual environment, those assigned an attractive avatar moved significantly closer to the other person than those who had been assigned an unattractive avatar. This difference was attributed to the attractiveness of the avatar. Explain why the researchers would not have been able to reach this conclusion if participants had been allowed to choose one of the two avatars (attractive, unattractive) themselves.

Use the following information to answer Exercise. Many surgeons play music in the operating room. Does the type of music played have an effect on the surgeons' performance? The report "Death Metal in the Operating Room" (NPR, December 24, 2009, www.npr.org, retrieved April 8,2017 ) describes an experiment in which surgeons used a simulator to perform a surgery. Some of the surgeons listened to music with vocal elements while performing the surgery, and others listened to music that did not have vocal elements. The researchers concluded that the average time to complete the surgery was greater when music with vocal elements is played than when music without vocal elements is played. Explain why it is important that the surgeons be assigned at random to the two music conditions in the experiment described above.

See all solutions

Recommended explanations on Math Textbooks

View all explanations

What do you think about this solution?

We value your feedback to improve our textbook solutions.

Study anywhere. Anytime. Across all devices.