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PC Game Addiction and Aggression - Research Proposal
PC Game Addiction and Aggression - Research Proposal
PC Game Addiction and Aggression - Research Proposal
Semester Project:
Research Proposal
Submitted by:
Submitted to:
LEVELS OF AGGRESSION
Abstract:
This study shows the relationship between PC game addiction and levels of aggression. The
objective of this study is to find relationship between PC game addiction and levels of aggression
There will be positive relationship between PC game addiction and aggression. Male adolescents
addicted to PC games will have more aggression as compared to female adolescents addicted to
PC game. The sample will be comprised of 200 participants with age range of 14 to 19. The
Gaming Addiction Scale (Lemmens et al., 2011) and Buss-Perry Aggression Scale (Buss and
Perry, 1992) will be used to measure PC game addiction and levels of aggression. Pearson Co-
relation will be used to measure relationship between PC game addiction and levels of
aggression. Convenience sampling technique will be used. The results will be then reported and
discussed.
Introduction
The role of PC game addiction in developing aggression is worth considering. Today, the
extensive use of video games is becoming a trend. This interaction of humans and machine was
for good but now it turned out decaying the health both psychologically and physically. PC
gaming is said to be the way of manipulating minds of young adults. Moreover, The American
Psychological Association (APA) considers PC gaming to be a risk factor for aggression. They
concluded that exposure to PC gaming was linked to increased aggressive behavior, thoughts and
emotions. Based on General Aggression model, Anderson et al. suggested that such games
about this relation between PC game addiction and levels of aggression and investigate gender
Literature Review
A study aimed to find out the relationship between online game addiction and
aggression, self-control, and narcissistic personality traits. The sample was comprised of N =
1471 online game users including males 82.7% and females 17.3%. Participants were asked to
complete several self-report measures using an online response method. The scales that were
used are online game addiction scale and the Buss-Perry aggression questionnaire. The results
revealed that aggression and narcissistic personality traits are positively correlated with online
gaming leads to addiction and how this may cause an increase in physical aggression. The
sample was comprised of N = 851 Dutch adolescents including males and females, out of which
540 played games. Survey research design was used in the study. Game addiction scale and
Buss and Perry’s Aggression Questionnaire were used in the study. The results showed that
higher levels of pathological gaming were linked to gaming addiction and this predicted an
increase in physical aggression and especially in boys regardless of the gaming content.
Objectives
adolescents.
Hypothesis
The following hypotheses are formulated in accordance with objectives of the study:
Male adolescents addicted to PC games will have more aggression as compared to female
METHOD
Research Design
Co-relational Research Design will be used in the present study as the basic purpose of
Sample will be comprised of 200 participants with age range 14 to 19 years. Convenience
Inclusion criteria
Participants will be of 14-19 years because it is the age when they are more exposed and
affected by gaming.
Participants will be both male and female in equal or nearly equal proportion to identify
gender differences.
Exclusion criteria
Participants above or below the age range (14-19) will not be included as the study is
aimed at adolescents.
Participant reported to have aggression or aggressive traits due to some other pre-existing
Operational Definition
PC Game Addiction:
Assessment Measures
The Gaming Addiction Scale (Lemmens et al, 2011) was used to assess PC game
addiction. It has been developed for adolescents. It has two versions: long version with 21
questions and shorter version with 7 questions only. Both versions are said to be highly
reliable. The studies have divided gamers into four types: addicted gamers (scoring three
or more), problem gamers (scoring three or more on two or three of the four same items),
engaged gamers (scoring three or more on first three items but did not score three or
above on the other items) and fourth type is of normal gamers. The scale measures or the
never, ‘2’ represents rarely, ‘3’ represents sometimes, ‘4’ represents often and ‘5’
Buss-Perry Aggression Scale (Buss and Perry, 1992) is used to assess levels of
and hostility.
Procedure
Permission from authors will be taken to use the required scales. Different colleges and
universities will be visited in order to gather large number of samples. The questionnaires will be
Data Analysis
The gathered data will be analyzed using Statistical Packages for Social Sciences (SPSS),
version 20.
References