Review Of Research Shows That Playing Violent Video Games Can Heighten Aggression: Boys Play Games Longer and May Be More Vulnerable to Increases in Aggressive Behavior

2005 ◽  
Author(s):  
Author(s):  
Nadia Itona Siregar ◽  
Pudji Muljono

 The development of today's technology so rapidly, this development affects the audio-visual media one of which is video games. The aim of this study are: 1) to analyze the differences influence the level of violent video game playing element to the level of adolescent aggressive behavior, 2) to analyze the influence of personal factors as differences in behavior-forming element violent video games to the level of adolescent aggressive behavior, 3) to analyze differences in the effect of factors situational as forming behavior of violent video game playing element to the level of adolescent aggressive behavior. The analysis in this study uses cross tabulation, the statistical test Mann-Whitney and Kruskal-Wallis with a 5% significance level. The results showed that there are differences in the level of situational and gender differences on the level of play behavior element violent video games; and there are differences in the level of playing video games behavioral element of violence against adolescent aggressiveness level.Keywords: audio-visual media, development of technology -------------------------------------------------------------------------------------------ABSTRAKPerkembangan teknologi saat ini begitu pesat, perkembangan ini mempengaruhi media audio-visual salah satunya adalah video game. Tujuan dari penelitian ini adalah: 1) untuk menganalisis perbedaan yang memengaruhi elemen tingkat kekerasan bermain video game ke tingkat perilaku agresif remaja, 2) untuk menganalisis pengaruh faktor pribadi sebagai perbedaan dalam elemen perilaku pembentuk video game kekerasan untuk tingkat perilaku agresif remaja, 3) untuk menganalisis perbedaan pengaruh faktor situasional sebagai pembentuk perilaku bermain video game unsur kekerasan ke tingkat perilaku agresif remaja. Analisis dalam penelitian ini menggunakan tabulasi silang, uji statistik Mann-Whitney dan Kruskal-Wallis dengan tingkat signifikansi 5%. Hasil penelitian menunjukkan bahwa ada perbedaan dalam tingkat perbedaan situasional dan jenis kelamin pada tingkat perilaku bermain elemen video game kekerasan; dan ada perbedaan dalam tingkat bermain video game unsur perilaku kekerasan terhadap tingkat agresivitas remaja.Kata kunci: media audio-visual, perkembangan teknologi


2003 ◽  
Vol 29 (5) ◽  
pp. 423-429 ◽  
Author(s):  
Craig A. Anderson ◽  
Christine R. Murphy

Author(s):  
Eva-Maria Schiller ◽  
Marie-Thérèse Schultes ◽  
Dagmar Strohmeier ◽  
Christiane Spiel

Video games play an important role in the modern entertainment industry and determine the leisure time activities of many children and adolescents. A huge amount of video games are available, but many of them are not suitable for youth because of their violent content. Violent content in video games became an issue of public concern, not only in cases of extreme violent acts, such as school shootings (e.g. Littleton, Colorado, 1999; Kauhajoki, Finland, 2008; Winnenden, Germany, 2009) but also concerning the question of whether playing violent video games generally influences the development of aggressive behavior in children and adolescents. Considerable research showed that playing violent video games increases aggressive cognitions, and aggressive behavior (e.g., Anderson et al., 2010). A crucial issue in studies concerned with violent video games is the question of how to assess the presence of violent content in games. Most of the studies used expert ratings (e.g. Krahé & Möller, 2004), some studies asked study participants themselves (e.g., Gentile & Gentile, 2008; Wallenius, Punamäki, & Rimpelä, 2007), and only a few studies used categorizations directly displayed on games (e.g. Schiller, Strohmeier, & Spiel, 2009). In 2003, the Pan European Game Information (PEGI) system was established, aiming at the protection of children and adolescents from unsuitable video games. PEGI evaluates games according to five age categories (+3, +7, +12, +16, +18) and seven content descriptors (bad language, discrimination, drugs, fear, gambling, sexual content, and violence). These age categories and content descriptors are printed on games to inform customers about their appropriateness for children and adolescents. Although these descriptors are highly visible for parents and adults in 30 European countries, they are rarely used in research. The current chapter presents a study on pre-adolescents in which violent content of games was categorized based on PEGI descriptors. A distinction between playing age-appropriate violent video games and age-inappropriate violent games was made. The main goal of the study was to examine whether pre-adolescents who play non-violent or age-appropriate violent games systematically differ in aggression from youth who play age-inappropriate violent games. Gender differences were also examined. Conclusions for practical implications for adolescents and for parents are discussed.


2018 ◽  
Vol 44 (3) ◽  
pp. 257-267 ◽  
Author(s):  
Geert P. Verheijen ◽  
William J. Burk ◽  
Sabine E. M. J. Stoltz ◽  
Yvonne H. M. van den Berg ◽  
Antonius H. N. Cillessen

2016 ◽  
Vol 17 (2) ◽  
pp. 452-459 ◽  
Author(s):  
Paolo Riva ◽  
Alessandro Gabbiadini ◽  
Leonor J. Romero Lauro ◽  
Luca Andrighetto ◽  
Chiara Volpato ◽  
...  

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