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The Connection Between Video Games and The Development of Teenage Aggression
The Connection Between Video Games and The Development of Teenage Aggression
RESEARCH PAPER
NENITA M. DURAN
Researcher
RESEARCH PAPER
In partial fulfilment
of the requirements in Nursing Research I
NENITA M. DURAN
January 2023
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ABSTRACT
This study determined the connection between video games and the
men. The study provides evidence that the use of violent video games
increases the risk for adolescents to trigger aggressive cognition and even
treatments such as; percentage; mean; Likert scale the objectives were
attained.
The researcher had found out the connection between video games and
questionnaire results. The result of the study shows that men are more likely
the long period of time. While women tend to only play a nonviolent game
Nenita M. Duran
INTRODUCTION
nearly all young people are drawn in playing video games. Video games have
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time, but the negatives have also become a concern, particularly among young
people.
development?
The research has the general aim of understanding the effects of video
The significance of this study lies from the developmental period that
has been addressed, which is adolescence, that signifies the transition from
guide in understanding and creating advance research with the same ideas and
with 10 participants that are game players between the ages of 15 to 25. This
study will not cover other problems that are not considered part of the
survey and reference. By their response researchers will be able to know the
Definition of Terms
others.
as a job or fun.
Online game is a game that are played over some form of computer
network, most often internet. It can range incorporating complex graphics and
a video screen.
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Theoretical Framework
Figure 1. The researcher used the general aggression model as its basis.
including cognitive neither any theory, social learning theory, and behavioral
program theory. This theory can be divided into two groups of related
processes. Proximate processes are those that are directly associated with
2011)
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Conceptual Framework
between video games and the development of teenage aggression. The figure
shows the analysis flow that begins with the demographic status, participants
information was gathered and compiled to associate the impact of video game
authors and researchers that describe the overall approach of the study about
aggression.
Video games
Over the last decade, the popularity of video games has exploded.
the Philippine gaming industry and across Southeast Asia, with 74% of the
rising amount of research has shown good uses for video games, such as
and teaching health care personnel. (Wang & Katz, 2016). They have also
was a response to life stress where using video games excessively was a
Online games
industry is expected to expand from to $3.4 billion in 2005 to more than $13
Due to the large number of Internet users, the chance for online-only game
firms to enter the online gaming industry has arisen, making the marketplace
more competitive for existing players. How to keep existing online gaming
customers and recruit new ones has caught the attention of practitioners and
India is a developing country, and its youth are currently engaged in illegal
not healthy for society. In our everyday lives, we see media accounts of
goal or purpose, hostile aggression is used to harm others and includes two
“Man only plays when in the full meaning of the word he is a man, and
field for a virtual parallel to real life. Some people just utilize this technology
while many use it for much more. We can encounter every level of devotion,
outside of virtual world. People who transcend the boundaries between actual
and virtual life find themselves in really novel circumstances that merit
it is detrimental to job advancement, but we can show that it may also have
just like any other activity. Similarly, the cliché of the lonely gamer at home
aspect of their social life, seamlessly crossing the borders between the real
and virtual worlds, even meeting new real life friends and lovers through
online acquaintances.
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METHODOLOGY
Research Design
The researcher will use descriptive type of study in order to know the
present the status of the given variables. Specifically, it will give a knowledge
This study’s participants will be the online game player ages 15 to 25.
They will be answering the survey voluntarily through online google form.
Female.
The score for each scale is the sum or the ratings for its items. The researcher
will distribute the survey form thru Facebook Messenger to the participant.
After the responses have been collected, for chapter 4 and 5, the
Data Analysis
The research method will be divided into two parts; the demographic
And for the last part is the Buss and Perry Aggression Questionnaire, it
This chapter presents the results and findings on the responses from
the 12 participants who were surveyed for the purpose of the study. The
chapter also presented the results through tables and the discussion of the
analysis.
Table 1 shows that the most of the participants were Male with 75%,
female gamers is not much lower than that of their male counterparts. A lot of
games have a predominantly male audience. This is because most games are
marketed so that they appeal more to men. Over 95% of games have male
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protagonists, and those with a female are often highly exaggerated and are
while 33.3 percent are rarely. The result indicates that among the 12
participants, it shows that most of them tend to play more often. According to
a new global poll, video gamers spend roughly eight hours and 27 minutes
each week playing games, a 14 percent rise over 2020. According to Limelight
Networks, 44 percent play more than seven hours per week, and 25% play
video games while 33.3 percent answered do not feel aggression. 16 percent
VIDEO GAMES
Call of Duty Mobile Legends Valorant Non violent games
3, 13%
7, 29%
5, 21%
9, 37%
Table 4 shows that the game Mobile Legend was the most played game with
had 29 percent or 7 persons playing this game. The result indicates that
The 3 nonviolent game answered by 3 female participants and the violent real-
Table 5 shows that the 3 female participants do not feel aggressiveness while
playing a nonviolent game having 55.3 scores for total aggression indicating
that female player are less aggressive. Men having 95.5 total scores for the
general aggression questionnaire, it shows that men are more aggressive while
CONCLUSION
effects are likely to be long-lasting as well, as the player learns and practices
new aggression-related scripts that become more and more accessible for use
violent video game show more externalizing problems, more aggression, and
more avoidant coping strategies compared with participants who do not use
because we could not control for the effect of other potential mediating
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