That's not my fault: Excuses given by players exhibiting in-game intra-team aggressive behavior in online games

2022 ◽  
Vol 127 ◽  
pp. 107045
Author(s):  
Wee-Kheng Tan ◽  
Lu-Ming Chen
2017 ◽  
Vol 3 (2) ◽  
pp. 50
Author(s):  
Rizki Eko Prasetio ◽  
Hartosujono Hartosujono

Abstract This study was conducted to determine the correlation between the intensity of use of online games with violent content and aggressive behavior in students in Wonosobo. Subjects were 100 secondary school students in Wonosobo. The sampling technique in this study using purposive sampling. This research method using quantitative methods. Data collection instrument using the scale of aggression and intensity scale online games use violence content. Analysis of the data by using the technique of Pearson product moment correlation using SPSS program for Windows 17. The results showed no relationship between the intensity of use of online games berkonten violent and aggressive behavior in students in Wonosobo. The correlation coefficient (r xy) -0.184, p = 0.067, rules that are used in testing the hypothesis is p <0.05, so the hypothesis is not accepted.Keywods : intensity of use of online games with violent content, aggression behavior


2020 ◽  
Vol 3 (11) ◽  
pp. 206-216
Author(s):  
Fatima Abdul Ghany Idrees

This study attempted to discover and analyse the impact of violent online games on the players’ language and behavior as well as how these expressions might harm, intimidate, and damage others’ face. It is worth mentioning that online games become the young’s playground where they interact with others and may adopt a certain type of language and behavior.  As players engage in a competitive fight of characters, they use certain communicative styles to express their feelings and emotions, including impolite expressions. Hence, this paper looked into these expressions, their responses to those expressions, and the reasons behind them. In addition, this study identified whether there is any impact in choosing these impolite expressions. Moreover, these violent gaming can provide a good field of investigation because impoliteness is widely occurring in such situations, through which people from various cultures, ages and genders come in contact to fight each other, be uncivil, and criticize and damage the other’s face. Moreover, these games may even encourage certain harmful impolite terminology and aggressive behavior to inter the players ‘repertoire and become the language of everyday use. In gathering the data, impolite expressions were collected by participating in some battles involving abusive and impolite words. Based on the results obtained, the study reached some conclusions that Culpeper’s (2005) and Spencer-Oatey’s (2002 and 2005) models are applicable in the context of violent online games. There is a big tendency that young people adopt and use various impolite expressions according to their gender and their relations for many reasons. In addition, it is widely recognized that most players have limited politeness competence and directly reply to others’ impolite language with hostility. Finally yet importantly, positive impoliteness strategies are used more than the other models, whereas quality of face was the most damaged one in Spencer-Oatey model.


2018 ◽  
Vol 6 (2) ◽  
pp. 83-91
Author(s):  
Maria Terok ◽  
Tinekke Tololiu ◽  
Nanda Rompis

Background: Game online is played by more than one player (multiplayer) simultaneously, anywhere and anytime using a laptop, computer or smartphone that is supported by an internet connection. Too often playing online games has an effect on personality because it tends to absorb and mimic everything that is seen so that it triggers aggressive behavior that can unwittingly kill the character of others, because swearing, harsh words, insults, and ridicule makes someone very hurt and the consequences will painful and settled in someone's memory. Aims: of this research study is to find out whether there is a relationship between the intensity of playing violent online games and the aggressive behavior of students. Methods and Result: The study design used correlation analytic with a cross-sectional approach on 32 respondents who were determined by purposive sampling. Data collection questionnaire aggressive behavior and intensity of playing online games. The test used Chi-square (x2) statistics. The results showed the intensity of playing online games with the most violence at a moderate level, namely 18 students (56.3%), with moderate aggressive behavior of 20 students (62.5%). Conclusion of the research conducted at class X students of SMK Negeri 1 Tumpaan is that there is a very significant relationship on the intensity of playing violent online games with aggressive behavior of students with the statistical test results p-value = 0.002 which is smaller than α = 0.05. Suggestions that students use free time by doing more useful things to avoid aggressive behavior and health problems caused by playing violent online games with a long time intensity.


2020 ◽  
Vol 14 (1) ◽  
pp. 1
Author(s):  
Rainatha Anggreyani ◽  
Nopi Nur Khasanah ◽  
Herry Susanto

Background: Teens of online game users from year to year have increased. The impact of online games on children are depression, anxiety, and social phobia will get worse and academic achievement will decrease. In addition, the addiction to online games can lead to the emergence of aggressive behavior in adolescents. Researcher is interested to examine the correlation between online game addiction with aggressiveness behavior in adolescents in Semarang game center.Methode: The design of this study is quantitative and type of  the research used Cross sectional study. The data were collected by using questionnaires. The number of respondents is 40 people used total sampling technique. The data obtained is processed statistically by using somers'd test.Result: Based on the results obtained from 40 respondents, with the characteristics of respondents 30% aged 18 years. The results showed that 52.5% showed addiction to heavy online games, 32.5% showed a moderate online game addiction and 15% showed an addiction to light online games. A total of 17.5% showed severe aggressiveness, 77.5% showed moderate aggressiveness and 5% showed mild aggressiveness.Conclusion: There is a significant correlation between online game addiction and aggressive behavior in adolescents in Semarang game center (p = 0.042), with weak correlation (r = 0.290)


2021 ◽  
Vol 2 (2) ◽  
Author(s):  
Agussalim A ◽  
M. Natsir ◽  
La Jumu ◽  
Sukatemin Sukatemin ◽  
Sisilia Teresia Rosmala Dewi

IntroductionOnce the enormity of online games took over the attention of many teens and children so that it brought a big change. Aggressive behavior among adolescents especially high school students from year to year is increasing both in number and forms of aggressive behavior that is raised.ObjectivesThis study aims to determine the relationship between playing online games and aggressive behavior of high school students in Jayapura.MethodsThe research method used was analytical research using cross sectional design. Study the relationship between two variables in a situation or group of objects using a simple linear regression statistical test.ResultThe correlation effect of Length Playing Game Online with aggressively behavior of students in High School logistic test results obtained meaningful results where the value of p = 0, 00 <0.05. This means that there is an influence or relationship between the lengths of playing online games with the aggressive behavior of high school students. These results indicate that there is a positive relationship between the lengths of playing online games with the aggressive behavior of adolescents. This means that the old variable playing online games can be used as a trigger to predict the emergence of aggressive teenage behavior. The higher the length of playing online games, the higher the aggressive behavior of teenagers, conversely the lower the longer playing online games, the lower the aggressive behavior of teenagers.


2018 ◽  
Vol 1 (1) ◽  
pp. 195
Author(s):  
Qorina Widuri ◽  
Yufiarti Yufiarti ◽  
Hapidin Hapidin

2005 ◽  
Vol 21 (3) ◽  
pp. 173-181
Author(s):  
Francisco Gil ◽  
Jesús Sanz ◽  
María Paz García-Vera ◽  
José M. León ◽  
Silvia Medina ◽  
...  

Abstract. The quality of health services depends on the contribution of all the professionals involved in the system, including certain groups, usually forgotten and underrated, such as the health-transport technicians (HTT). With the aim of improving this group's performance, an intervention program, focusing on the development of the workers' technical and social skills, was designed in a collective of enterprises. Information about the first stage of this program, consisting of the assessment of these workers' social skills, is offered in this study. A specific questionnaire was developed: The Health-Transport Technicians Social Skills Questionnaire (HTT-SSQ), made up of three scales (assertive, passive, and aggressive behavior). It was administered to a large sample (N = 530) from the above-mentioned association. The psychometric properties of the questionnaire were analyzed, with quite satisfactory indexes of internal consistency and factor validity, and the group's deficiencies (excess or deficit) were evaluated.


2010 ◽  
Vol 15 (2) ◽  
pp. 99-108 ◽  
Author(s):  
Christopher J. Ferguson ◽  
Stephanie M. Rueda

This article explores commonly discussed theories of violent video game effects: the social learning, mood management, and catharsis hypotheses. An experimental study was carried out to examine violent video game effects. In this study, 103 young adults were given a frustration task and then randomized to play no game, a nonviolent game, a violent game with good versus evil theme (i.e., playing as a good character taking on evil), or a violent game in which they played as a “bad guy.” Results indicated that randomized video game play had no effect on aggressive behavior; real-life violent video game-playing history, however, was predictive of decreased hostile feelings and decreased depression following the frustration task. Results do not support a link between violent video games and aggressive behavior, but do suggest that violent games reduce depression and hostile feelings in players through mood management.


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