Professional Documents
Culture Documents
Chapter 1 Format and Guidelines
Chapter 1 Format and Guidelines
(Explain the problem further by citing some past events regarding the problem,
your personal insights are welcome as well. You may specify the areas to be explored
in your research).
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I3 theory
emphasizing the factors driving aggression to a person. The theory also refers to how a
non-aggressive environment can turn into an aggressive one, and mainly talks about the
aggressive side of the party. Cyber aggression (Grigg, 2010) is also being called upon
this theory, for it defines as how a person uses electronic media to cause harm to other
people.
Social Dominance theory emphasizes the person’s attitude towards hierarchies, as well
as the belief that certain people should dominate others. In the perspective of bullying
(Goodboy, Martin, & Rittenour, 2016), it states that having dominance to other people
drives the person’s attitude in bullying. Relating to online misogyny, bullying is the
Conflict Theory states that social problems occur when a dominant group mistreats a
subordinate one. In gender-based (Lumen, 2018), it states that men always see
themselves as dominant over women, thus creating the waves of patriarchy between
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CONCEPTUAL FRAMEWORK
Sexism
Online Gaming
Psychological Effects
Fig. 1., The researcher’s analysis of different variables affecting online misogyny
on women is listed down in the figure. Such variables give different points that
affect one another. Inferiority complex, sexual harassment, and bullying of women
define sexism, pointing that to gamers who abuse others especially women, that
gives the variable of online gaming. Having such abuse, certain psychological
HYPOTHESIS
(Explain to your reader the boundaries and your range of operation in your
research).
(You may list down the sectors or people who will benefit in your research and
DEFINITION OF TERMS
it should not be taken from the dictionary but define them based on how they are used
classroom?
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Young players today are open-minded students expecting more to add from their online
learning experiences (Warden, Stanworth, & Chang, 2016). However, we should ask
teachers and administrators the majority of students who are not disadvantaged in such
a class and whether gender plays a role. It examines the degree to which our gaming
and gender experiences influence the feeling of being in a classroom in the virtual
world of our learning. Feelings of presence are key to participating in virtual worlds.
The connection of the book to the researcher’s study is that most women, even though
are well-known in their games about the online and the Internet, are still at disadvantage
at some point. Some people need to see both gender striving to be better, and not see
SYNTHESIS