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Research Method in Concentration Assignment

Muhammad Winarno Atmojo - 436824


Magister Manajemen Fakultas Ekonomika dan Bisnis, Universitas Gadjah Mada
Jalan Teknika Utara, Yogyakarta 55281, Indonesia
Email: m.winarno.a@gmail.com

Topic: Entertainment Industry Growth Impact Toward Violence Growth

Background

After the horrific mass shooting in Texas, Ohio and other States in USA, President Donald Trump
and his government blame video games as the main cause of these tragedies. On the other hand,
people around the globe argue that this is nothing than looking for scapegoat instead of revising
US firearm possession law. Indeed, back before video games popular, people always blame
entertainment industry as the root of violence. For instance, comic book, TV show, music such as
Heavy Metal always associated with violence. There are a lot of study looking for the correlation
of these subjects toward violence which mostly resulted with no correlation at all. Thus, to look
for the correlation for the whole entertainment industry toward violence will be serve as an
interesting study.

Contribution

Despite United States being one of the biggest entertainment industries, the president and
government blame them as the factor of mass shooting. With this study, it will show whether the
claim by Trump is correct or not. Not only entertainment business and government will be
affected by this study, the customers with such hobbies like gamers, movie nerds and fans will be
hopefully delighted with this study.

Possible Literature Review

Şahin, A . (2017). Investigating The Relation Between The Secondary School Students’ Computer
Game Preferances And Their Tendency To Violance. Uşak Üniversitesi Eğitim Araştırmaları Dergisi, 3
(3), 76-92. DOI: 10.29065/usakead.322703

Phillipov, M. (2013). Extreme Music for Extreme People? Norwegian Black Metal and
Transcendent Violence, Heavy Metal: Controversies and Countercultures, Equinox Publishing Ltd., T
Hjelm, K Kahn-Harris and M Levine (ed), Sheffield UK, Bristol USA, pp. 152-165. ISBN 9781845539405

Data Collection

This study will use the data of entertainment industry growth from The Global Media and Entertainment
(M&E) market and homicide rate from ourworldindata.org. The samples will probably use developed
countries from around the world, such as United States, Canada, Japan, South Korea and other European
countries. Using statistical analysis, this study hopes to understand the impact of entertainment industry to
violence. Also, to prove the Culture of Violence Theory which states that culture such as entertainment will
affect the violence of the people.

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