Research Article
BibTex RIS Cite

The Effect of Violent Computer Games on Adolescent Aggression Tendency

Year 2019, Volume: 7 Issue: 14, 181 - 202, 15.10.2019
https://doi.org/10.20304/humanitas.512579

Abstract

The purpose of this study is to investigate the effects of violent video games on aggressive behavior of adolescents. The study was conducted in regional village boarding schools in Tunceli province. Sample consisted of 75 male and 75 female adolescents aged between 11 and 16. Majority of the participants (94.6%) has no 182 access to a computer in their family home and played the game for the first time. The demographic information form and Buss-Perry Aggression Scale were administered. Then participants were randomly assigned to 4 experimental groups and played a violent game (GTA) or a non-violent skill game (Thumblebugs) for 2 hours or 15 minutes. Five days later the aggression scale was administered again. The result showed that interaction effect of the type and the duration of playing violent games was found to increase aggression post test score when pre-test scores were controlled. Moreover, the students who played violent game for longer hours (2 hours) got significantly higher aggression scores in comparison to students’ who played less (15 minutes). The results of the study have supported the idea that playing violent computer games will increase the tendency of aggression.

References

  • Anderson, C.A., & Ford, M.E. (1986). Affect of game player: short-term effects of highly and mildly aggressive video games. Personality And Social Psychology Bulltein, 12, 390-402.
  • Anderson, C. & Bushman, B. (2002). Human Agression, Annual Review of Pyschology, 53, 27-51.
  • Anderson, C., Shibuya, A., Ihori, N, Swing, E., Bushman, B., Sakamoto, A., Rothstein,H. &
  • Saleem, M. (2010). Violent Video Game Effects on Aggression, Empathy, and Prosocial Behavior in Eastern and Western Countries: A Meta-Analytic Review. Psychological Bulletin, 136, 151-173.
  • Bandura, A., Ross, D., & Ross, S. A. (1963). Vicarious reinforcement and imitative learning.Journal of Abnormal and Social Psychology, 67,601-607.
  • Barrett, P. (2006). White thumbs, black bodies: race, violence, and neoliberal fantasies in Grand Theft Auto: San Andreas. The Review of Education, Pedagogy, and Cultural Studies, 28(1), 95-119.
  • Bensley, L., & Van Eenwyk, J. (2001). Computer games and real-life aggression: Review of the literature. Journal of adolescent health, 29(4), 244-257.
  • Carnagey, N., Anderson, C. A. & Bushman, B. (2007). The Effect of video game violence on physiological desensitization to real life violence.Journal of Experimental Social Psychology, 43, 489-496.
  • Carnagey, N. L. & Anderson, C.A. (2004). Violent video game exposure and aggression: A literature review. Minevra Psichiatrica, 45, 1-18.
  • Carnagey, N. L., Anderson, C. A., & Bushman, B. J. (2007). The effect of computer game violence on physiological desensitization to real-life violence. Journal of experimental social psychology, 43(3), 489-496.
  • Chen, W.F., & Chuang, T.Y. (2007). Effect of digital games on children’s cognitive achievement. Journal of Scientific and Technological Studies, 41, 17-27.
  • DeVane, B., & Squire, K. D. (2008). The meaning of race and violence in Grand Theft Auto: San Andreas. Games and Culture, 3(3-4), 264-285
  • Dominick, J. R. (1984). Computer games, television violence, and aggression in teenagers. Journal of communication, 34(2), 136-147.
  • Fleming, M & Rickwood, D. (2001). Effects of Violent Versus Nonviolent Video Games on Children’s Arousal, Aggressive Mood, and Positive Mood. Journal ofApplied Social Psychology,31, 2047-2071.
  • Ferguson, C. J. (2007). The good, the bad and the ugly: A meta-analytic review of positive and negative effects of violent computer games. Psychiatric quarterly, 78(4), 309-316.
  • Funk J.B., Bechtoldt-Baldacci, H., Pasold, T., & Baumgardner, J. (2004). Violence exposure in real life, video games, television, movies, and the internet: is there desenstization? Journal Of Adolescense, 27, 23-39.
  • Gentile, D.A., Lynch, P. J., Linder, J.R., & Walsh, D.A (2004). The effects of violent video games habits on adolesccent hostility, aggressive behaviors, and schoolperformance. Journal Of Adolescence, 27, 5-22.
  • Griffiths M, Hunt N. (1995). Computer game playing in adolescence: Prevalence and demographic indicators. Journal of Community and Applied Social Psychology 5, 189–193.
  • Huesmann, R. ve Taylor, L. (2006). The role of media Violence in Violent Behavior, Annual Reviews Public Health, 27, 393–415.
  • Irwin, A. R., & Gross, A. M. (1995). Congnitive tempo, violent video games andagressive behavior in young boys. Journal Of Family Violence,3, 337-350.
  • Kestenbaum, G. I., & Weinstein, L. (1985). Personality, psychopathology, and developmental issues in male adolescent computer game use. Journal of the American academy of child psychiatry, 24(3), 329-333.
  • Kirsh S. J. (2006). Chıldren, Adolescentens And Media Vıolence: A Critical Look At The Research. Sage Publications, London.
  • Krug, E. G., Mercy, J. A., Dahlberg, L. L., & Zwi, A. B. (2002). The world report on violence and health. The lancet, 360(9339), 1083-1088.
  • Lagerspetz, K. & Björkqvist, K. (1994) Indirect aggression in Boys and Girls. In Huesmann LR (ed): "Aggressive behavior Current Perspectives. “New York, Plenum Press (pp.111-150).
  • Lambert, w. E. (1985). What happens to children when they act aggressively in six cultures?ln: F. R. Brush & J. 8. Overmeier (Eds.), Affect, and cognition:Essayson the determinants of behavior ( pp. 325-339). Hillsdale, NJ: Lawwrence Erlbaum.
  • Latané, B., & Darley, J. M. (1968). Group inhibition of bystander intervention in emergencies. Journal of Personality and Social Psychology, 10, 215–221.
  • Peng, W. Liu M. & Mou, Y. (2008). Do Aggressive People Play Violent Computer Games in a More Aggressive Way? Individual Difference and Idiosyncratic Game-Playing Experience. Cyber Psychology and Behavior, 11, 2008.
  • Polman, H., Castro, B. O. & Aken, M. (2008). Experimental Study of the Differential Effects Of Playing Versus Watching Violent Video Games on Children’s Aggressive Behavior. Agressive Behavior, 34, 256-264.
  • Rideout, V.G., Foehr, U.G., Roberts, D.F., & Brodie, M. (1999). Kids & media @ the new millennium: Executive summary. Menlo Park, CA: Kaiser Family Foundation
  • Scott, D. (1997). The effect of video games on feelings of aggression. The Journal Of Psychology, 129 ; 121-132.
  • Sherry, J. L. (2001). The effects of violent computer games on aggression: A meta-analysis. Human communication research, 27(3), 409-431.
  • Teng, S. K. Z., Chong, G. Y. M., Siew, A. S. C., & Skoric, M. M. (2011). Grand Theft Auto IV comes to Singapore: Effects of repeated exposure to violent computer games on aggression. Cyberpsychology, Behavior, and Social Networking, 14(10), 597-602.
  • Uhlmanna, E. & Swanson, J.(2004) Exposure to violent video games increases automatic Aggressiveness. Journal of Adolescence 27, 41–52.

Şiddet İçerikli Bilgisayar Oyunlarının Ergenlerin Saldırganlık Eğilimine Etkisi

Year 2019, Volume: 7 Issue: 14, 181 - 202, 15.10.2019
https://doi.org/10.20304/humanitas.512579

Abstract

Bu çalışmanın amacı, şiddet içerikli video oyunlarının ergenlerin saldırganlık eğilimlerine etkilerini incelemektir. Çalışma Tunceli ilindeki yatılı bölge okullarında yapılmıştır.. Katılımcılar, yaşları 11 ile 16 arasında değişen 75 erkek ve 75 kız ergenden oluşmaktadır. Katılımcıların %94.6'sı aile evlerinde bilgisayar ya da video yunu konsoluna erişememektedir ve bu türden oyunu ilk defa oynamıştır. İlk olarak katılımcılara demografik bilgi formu ve Buss-Perry Saldırganlık Ölçeği uygulanmıştır. Daha sonra katılımcılar rastgele 4 deney grubuna atanmışlardır ve 2 saat veya 15 dakika boyunca şiddet içerikli (GTA) ve şiddet içermeyen beceri oyunu (Tumblebugs) oyunu oynamışlardır. Beş gün sonra saldırganlık ölçeği tekrar uygulanmıştır. Şiddet içerikli oyun türünün, oynama süresinin ve bu değişkenlerin etkileşimi etkisinin, ön test puanları kontrol edildikten sonrasaldırganlık eğilimini arttırdığı bulunmuştur. Daha uzun süre (2 saat) şiddet içerikli oyun oynayan öğrencilerin saldırganlık puanları, daha az (15 dakika) oynayanlardan anlamlı düzeyde yüksek bulunmuştur. Çalışmanın sonuçları literatür ışığında tartışılmıştır. Araştırmanın sonuçları, şiddet içerikli bilgisayar oyunu oynamanın saldırganlık eğilimini artıracağını savunan görüşleri doğrular niteliktedir.

References

  • Anderson, C.A., & Ford, M.E. (1986). Affect of game player: short-term effects of highly and mildly aggressive video games. Personality And Social Psychology Bulltein, 12, 390-402.
  • Anderson, C. & Bushman, B. (2002). Human Agression, Annual Review of Pyschology, 53, 27-51.
  • Anderson, C., Shibuya, A., Ihori, N, Swing, E., Bushman, B., Sakamoto, A., Rothstein,H. &
  • Saleem, M. (2010). Violent Video Game Effects on Aggression, Empathy, and Prosocial Behavior in Eastern and Western Countries: A Meta-Analytic Review. Psychological Bulletin, 136, 151-173.
  • Bandura, A., Ross, D., & Ross, S. A. (1963). Vicarious reinforcement and imitative learning.Journal of Abnormal and Social Psychology, 67,601-607.
  • Barrett, P. (2006). White thumbs, black bodies: race, violence, and neoliberal fantasies in Grand Theft Auto: San Andreas. The Review of Education, Pedagogy, and Cultural Studies, 28(1), 95-119.
  • Bensley, L., & Van Eenwyk, J. (2001). Computer games and real-life aggression: Review of the literature. Journal of adolescent health, 29(4), 244-257.
  • Carnagey, N., Anderson, C. A. & Bushman, B. (2007). The Effect of video game violence on physiological desensitization to real life violence.Journal of Experimental Social Psychology, 43, 489-496.
  • Carnagey, N. L. & Anderson, C.A. (2004). Violent video game exposure and aggression: A literature review. Minevra Psichiatrica, 45, 1-18.
  • Carnagey, N. L., Anderson, C. A., & Bushman, B. J. (2007). The effect of computer game violence on physiological desensitization to real-life violence. Journal of experimental social psychology, 43(3), 489-496.
  • Chen, W.F., & Chuang, T.Y. (2007). Effect of digital games on children’s cognitive achievement. Journal of Scientific and Technological Studies, 41, 17-27.
  • DeVane, B., & Squire, K. D. (2008). The meaning of race and violence in Grand Theft Auto: San Andreas. Games and Culture, 3(3-4), 264-285
  • Dominick, J. R. (1984). Computer games, television violence, and aggression in teenagers. Journal of communication, 34(2), 136-147.
  • Fleming, M & Rickwood, D. (2001). Effects of Violent Versus Nonviolent Video Games on Children’s Arousal, Aggressive Mood, and Positive Mood. Journal ofApplied Social Psychology,31, 2047-2071.
  • Ferguson, C. J. (2007). The good, the bad and the ugly: A meta-analytic review of positive and negative effects of violent computer games. Psychiatric quarterly, 78(4), 309-316.
  • Funk J.B., Bechtoldt-Baldacci, H., Pasold, T., & Baumgardner, J. (2004). Violence exposure in real life, video games, television, movies, and the internet: is there desenstization? Journal Of Adolescense, 27, 23-39.
  • Gentile, D.A., Lynch, P. J., Linder, J.R., & Walsh, D.A (2004). The effects of violent video games habits on adolesccent hostility, aggressive behaviors, and schoolperformance. Journal Of Adolescence, 27, 5-22.
  • Griffiths M, Hunt N. (1995). Computer game playing in adolescence: Prevalence and demographic indicators. Journal of Community and Applied Social Psychology 5, 189–193.
  • Huesmann, R. ve Taylor, L. (2006). The role of media Violence in Violent Behavior, Annual Reviews Public Health, 27, 393–415.
  • Irwin, A. R., & Gross, A. M. (1995). Congnitive tempo, violent video games andagressive behavior in young boys. Journal Of Family Violence,3, 337-350.
  • Kestenbaum, G. I., & Weinstein, L. (1985). Personality, psychopathology, and developmental issues in male adolescent computer game use. Journal of the American academy of child psychiatry, 24(3), 329-333.
  • Kirsh S. J. (2006). Chıldren, Adolescentens And Media Vıolence: A Critical Look At The Research. Sage Publications, London.
  • Krug, E. G., Mercy, J. A., Dahlberg, L. L., & Zwi, A. B. (2002). The world report on violence and health. The lancet, 360(9339), 1083-1088.
  • Lagerspetz, K. & Björkqvist, K. (1994) Indirect aggression in Boys and Girls. In Huesmann LR (ed): "Aggressive behavior Current Perspectives. “New York, Plenum Press (pp.111-150).
  • Lambert, w. E. (1985). What happens to children when they act aggressively in six cultures?ln: F. R. Brush & J. 8. Overmeier (Eds.), Affect, and cognition:Essayson the determinants of behavior ( pp. 325-339). Hillsdale, NJ: Lawwrence Erlbaum.
  • Latané, B., & Darley, J. M. (1968). Group inhibition of bystander intervention in emergencies. Journal of Personality and Social Psychology, 10, 215–221.
  • Peng, W. Liu M. & Mou, Y. (2008). Do Aggressive People Play Violent Computer Games in a More Aggressive Way? Individual Difference and Idiosyncratic Game-Playing Experience. Cyber Psychology and Behavior, 11, 2008.
  • Polman, H., Castro, B. O. & Aken, M. (2008). Experimental Study of the Differential Effects Of Playing Versus Watching Violent Video Games on Children’s Aggressive Behavior. Agressive Behavior, 34, 256-264.
  • Rideout, V.G., Foehr, U.G., Roberts, D.F., & Brodie, M. (1999). Kids & media @ the new millennium: Executive summary. Menlo Park, CA: Kaiser Family Foundation
  • Scott, D. (1997). The effect of video games on feelings of aggression. The Journal Of Psychology, 129 ; 121-132.
  • Sherry, J. L. (2001). The effects of violent computer games on aggression: A meta-analysis. Human communication research, 27(3), 409-431.
  • Teng, S. K. Z., Chong, G. Y. M., Siew, A. S. C., & Skoric, M. M. (2011). Grand Theft Auto IV comes to Singapore: Effects of repeated exposure to violent computer games on aggression. Cyberpsychology, Behavior, and Social Networking, 14(10), 597-602.
  • Uhlmanna, E. & Swanson, J.(2004) Exposure to violent video games increases automatic Aggressiveness. Journal of Adolescence 27, 41–52.
There are 33 citations in total.

Details

Primary Language Turkish
Journal Section Tüm Sayı
Authors

Savaş Evcin This is me 0000-0002-2744-0554

Seda Erzi 0000-0003-4450-158X

Publication Date October 15, 2019
Published in Issue Year 2019 Volume: 7 Issue: 14

Cite

APA Evcin, S., & Erzi, S. (2019). Şiddet İçerikli Bilgisayar Oyunlarının Ergenlerin Saldırganlık Eğilimine Etkisi. HUMANITAS - Uluslararası Sosyal Bilimler Dergisi, 7(14), 181-202. https://doi.org/10.20304/humanitas.512579