T A M I L A W L E S S

There were many errors and limitations within this study, and the following are important ones to consider in order to maximize reliability and validity for future studies. If any participant ate prior to the experiment, this may have threatened the results, since he or she may not have had any appetite, at all. Additionally, participants may have come into the study with previous cravings. The treatment also may not have been effective if a participant was exposed to outside advertisements prior to the study. Participants may have been less receptive to the treatment if they did not enjoy the video game. For example, a personal preference to either a console system or a PC may affect the interest and/or comfort of the participants. Also, the influence of the treatment may be impacted by a person’s natural tendencies based on the environment they grew up in, such as culturally diverse backgrounds, or economic stability that causes a certain eating pattern. The number of participants used in the study may contribute to various social validity threats and/or errors. Also, existing relationships that the participants may have with each other may influence the participants’ choices and tendencies during the process. Another very significant limitation was the choices of video games that offered healthy food advergaming. Because the style of the first video games were centered around food, it may have been very obvious to the participants that the experiment was looking at eating habits, rather than what the observer told them. In fact, at least one participant in both the control and treatment groups mentioned the possibility that the experiment is actually about what foods they are consuming, instead of the tasks I assigned them. This makes my research almost unusable, except as a starting point to future experiments.
What Could Have Been Improved In the Conducted Experiment?
