Relationship between Online Games and Aggression amongst Adolescents

YMER Digital ◽  
2021 ◽  
Vol 20 (10) ◽  
pp. 49-54
Author(s):  
Mahima Sahi ◽  
◽  
Dr. Geeta Bhagat ◽  

Online Gaming has been trending amongst the adolescents lately. A variety of studies posit Online Games to have diverse influences on the adolescent’s behavior viz. reducing stress, regulating anger, helping in relaxation etc. While other studies report a linear relationship between Online Gaming and Aggression. This paradox, therein, generates a curiosity to explore, the relationship between Online Gaming and Aggression. For this purpose, the current investigation, attempts to evaluate the relationship between “Online Gaming and Aggression amongst Adolescents” in the Indian setup. The sample comprised of 300 adolescents (150 males and 150 females) in the age range of 14-16 years. The Problematic Online Gaming Questionnaire- Short Form, POGQ-SF (Papay et al., 2013) and The Aggression Questionnaire (Buss & Perry, 1992) were administered. Positive associations were observed between Online Gaming and various dimensions of Aggression viz. Verbal Aggression, Hostility, Anger and Total Aggression (p < .01). Results from the current investigation, therefore, could be utilized heuristically to develop interventional strategies so as to regulate the gaming activity of adolescents and reduce their overall levels of Aggression.

10.2196/10784 ◽  
2019 ◽  
Vol 6 (3) ◽  
pp. e10784 ◽  
Author(s):  
Wenliang Su ◽  
Orsolya Király ◽  
Zsolt Demetrovics ◽  
Marc N Potenza

Background Research has shown that some individuals can develop problematic patterns of online gaming, leading to significant psychological and interpersonal problems. Psychiatric distress and impulsivity have been suggested to contribute to problematic online gaming (POG). Objective This study aimed to investigate the potential mediating or moderating mechanisms of impulsivity and gender-related differences in possible associations between psychiatric distress and POG. Methods A total of 596 matched female and male participants, ranging in age from 14 to 38 years (mean 21.4, SD 4.5), were chosen from a large cross-sectional, nationwide Hungarian online gaming sample. Participants completed online questionnaires about self-reported impulsivity, psychiatric distress, and POG. Results Psychiatric distress directly predicted POG, and impulsivity partially mediated the relationship between psychiatric distress and POG. However, this mediation effect was found only for the impatience factor of impulsivity. Impulsivity did not moderate the relationship between psychiatric distress and POG. A moderating effect of gender was not found in the direct relationship between psychiatric distress and POG. However, a moderated mediation analysis revealed that impatience mediated the association between psychiatric distress and POG in males, whereas the indirect effect of impatience was not significant in females. Conclusions The results of this work highlight gender-related difference among online gamers in the mediation effect of impulsivity between psychiatric distress and POG and provide novel insights regarding clinical implications for preventing or treating POG.


2012 ◽  
Author(s):  
Orsolya Pápay ◽  
Róbert Urbán ◽  
Mark D. Griffiths ◽  
Katalin Nagygyörgy ◽  
Judit Farkas ◽  
...  

2021 ◽  
Vol 9 (1) ◽  
pp. 64
Author(s):  
Yanuar Fahrizal ◽  
Bima Yoga Pratama

The Online game is a technological product that is quite popular among adolescents. Violent characters in online games can affect the game players. Hurting the enemies in the games every day will gradually lead adolescents to think that hurting people is a fun and common thing to do. The adolescent delinquency cases in Yogyakarta occur every year, and the most frequent cases are klitih (maltreatment) and brawls. This study aims to discover the relationship between the level of addiction to violent online games and the intensity of violent behavior in adolescents. This study employed a quantitative method with a cross-sectional approach. Data were collected through Game Addiction Scale for Adolescent questionnaires by  about the adolescents’ addiction to online games and violent behavior in adolescents. The respondents of the study were 96 adolescents, recruited using the Lemeshow formula. Data were analyzed using the Spearmen rho test. Results showed that 48 adolescents (50%) were addicted to online games at a moderate level. The majority of adolescents (44.8%) had a low intensity of violent behavior. The p-value was 0.000 (<0.005). The correlation value was 0.731, indicating a strong correlation between online gaming addiction and intensity of violent behavior, and the positive value suggests a unidirectional relationship. The level of online gaming addiction in adolescents in Yogyakarta is moderate. Online gaming addiction and violent behavior have a significant relationship with a strong correlation coefficient and a unidirectional relationship. Future researchers are suggested to add research variables to discover other factors contributing to violent behavior in adolescents.


Author(s):  
Shiao Ling Ling ◽  
Nik Ruzyanei Nik Jaafar ◽  
Kit-Aun Tan ◽  
Norharlina Bahar ◽  
Azlin Baharudin ◽  
...  

In recent years, increased interest in Internet Gaming Disorder has led to the development of the Internet Gaming Disorder Scale-Short Form. Translation and subsequent validation of such a scale are important for cross-cultural use. The aim of the present study was to examine the psychometric properties (factor structure, reliability, and validity) of the Malay Version of the Internet Gaming Disorder Scale-Short Form using a sample of Malaysian undergraduates. The present sample included 137 Malaysian undergraduates. Participants completed a self-administered online survey containing demographic items, the Malay Version of the Internet Gaming Disorder Scale-Short Form, the Problematic Online Gaming Questionnaire-Short Form, and the Malay Version of the Internet Addiction Test. The present findings confirm the one-factor model of the Malay Version of the Internet Gaming Disorder Scale-Short Form. Good reliability, as measured by Cronbach alpha, was found for the Malay Version of the Internet Gaming Disorder Scale-Short Form. The Malay Version of the Internet Gaming Disorder Scale-Short Form has demonstrated concurrent validity by significantly correlating with the Problematic Online Gaming Questionnaire-Short Form as well as demonstrated convergent validity with respect to the Malay Version of the Internet Addiction Test. The Malay Version of the Internet Gaming Disorder Scale-Short Form is a reliable and valid tool for assessing Internet Gaming Disorder in Malaysian undergraduates. As more research is still needed to confirm the status of Internet Gaming Disorder as a formal disorder, it is hoped that the Malay Version of the Internet Gaming Disorder Scale-Short Form can facilitate future research examining antecedents and consequences of Internet Gaming Disorder in a Malaysian setting.


2021 ◽  
Vol 3 (2) ◽  
Author(s):  
Naila Zaman , Dr. Noreena Kausar, Mueen Abid

Parental conflicts have a great impact on the learning and behavior of students. Thus, the current study intended to explore the relationship between perceived inter-parental conflict and aggression among university students. To draw the sample of study stratified proportionate sampling method was applied and 316 university students (age range 17-23 years) were included in study. Children’s Perceived Inter-parental Conflict Scale (age range 6-25 years) and Perry Aggression Questionnaire (age range 15-25years) were used to measure study variables. Data were examined by using descriptive statistics, correlation, regression analysis, t-test, and ANOVA. Findings highlighted that there is a significant positive correlation between perceived inertparental conflict and aggression among university students (r=.397, p<0.05). Furthermore, regression analysis revealed a significant predictive relationship between inter-parental conflicts and aggression (R²=.15, F=57.88, p<0.001). Whereas, the results of t-test and ANOVA revealed that demographic features like gender, household type and living with genetic parents and step parents have no substantial role in inter-parental conflict and aggression.  


2018 ◽  
Author(s):  
Wenliang Su ◽  
Orsolya Király ◽  
Zsolt Demetrovics ◽  
Marc N Potenza

BACKGROUND Research has shown that some individuals can develop problematic patterns of online gaming, leading to significant psychological and interpersonal problems. Psychiatric distress and impulsivity have been suggested to contribute to problematic online gaming (POG). OBJECTIVE This study aimed to investigate the potential mediating or moderating mechanisms of impulsivity and gender-related differences in possible associations between psychiatric distress and POG. METHODS A total of 596 matched female and male participants, ranging in age from 14 to 38 years (mean 21.4, SD 4.5), were chosen from a large cross-sectional, nationwide Hungarian online gaming sample. Participants completed online questionnaires about self-reported impulsivity, psychiatric distress, and POG. RESULTS Psychiatric distress directly predicted POG, and impulsivity partially mediated the relationship between psychiatric distress and POG. However, this mediation effect was found only for the impatience factor of impulsivity. Impulsivity did not moderate the relationship between psychiatric distress and POG. A moderating effect of gender was not found in the direct relationship between psychiatric distress and POG. However, a moderated mediation analysis revealed that impatience mediated the association between psychiatric distress and POG in males, whereas the indirect effect of impatience was not significant in females. CONCLUSIONS The results of this work highlight gender-related difference among online gamers in the mediation effect of impulsivity between psychiatric distress and POG and provide novel insights regarding clinical implications for preventing or treating POG.


Author(s):  
Isha Gulati ◽  
Jyotsana Shukla

The present study was conducted to study the impact of internet gaming on the quality of life and flourishing of undergraduates. For this purpose, 80 internet gamers and 80 internet non-gamers lying within the age range of 17-24 years were recruited. For assessing the extent of internet gaming, the Internet Gaming Disorder Scale-Short Form (IGDS9-SF) was utilized while for assessing quality of life and flourishing, the WHO Quality of Life – BREF (WHOQOL-BREF) and Flourishing Scale were used, respectively. The results indicated significant differences in aspects of quality of life between the two groups. Further, the relationship of internet gaming with various aspects of quality of life and flourishing was also explored. The results reveal that internet gaming may indeed influence young undergraduates' quality of life and flourishing.


Author(s):  
Berislav Šporčić ◽  
Renata Glavak-Tkalić

The aim of this study was to explore the relationship between online gaming motivation, self-concept clarity and problematic online gaming. More specifically, the study investigated the mediating role of gaming motives between self-concept clarity and problematic online gaming. Data from 509 young adult (M = 23.14, SD = 4.66) video game players from Croatia were analyzed. Problematic online gaming was positively correlated with social, competition, coping, fantasy and escape motives for playing online video games, and negatively with self-concept clarity. Hierarchical regression analyses revealed that escape motives and self-concept clarity were significant predictors of problematic online gaming after controlling for age and weekly gaming time. The results of the mediation model showed that self-concept clarity was both directly and indirectly (via escape motive) associated with problematic online gaming. The discussion addresses the issue of escapism in relation to self-concept clarity and as a factor in predicting problematic online gaming.


Author(s):  
Yiling Wu ◽  
Xiaonan Wang ◽  
Skylar Hong ◽  
Min Hong ◽  
Meng Pei ◽  
...  

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