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Impact of Violent Video Games on Aggression Level: Exploring the Perception of Violent Video Gamers in Rawalpindi, Pakistan
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Over time, there has been a significant increase in violent behaviors among youths, and the average age of crime has risen. Study objective was to find out how video games affected the behaviors of men and women in twin cities of Pakistan. Using quantitative research design, the data was collected from (n=204) respondents aged 15 to over 30 years old living in Rawalpindi and Pakistan. Selection of respondents was made using available and convenient sampling and questionnaire was used to gather the data. The data collection tool was consisted on three segments, 1) demographic information, 2) general questions related to the video games and 3) Buss-Perry Aggression Questionnaire (29 questions). The results showed significant positive relationship among the variables i.e., violent games and increase in aggression level. Findings showed that the respondents those play violent games more than 4 hours daily, the aggression level was higher in them. The study concluded that there is a connection between playing violent video games and aggressive as well as social behavior. Despite the rating of aggressiveness, the participant's attitude toward rage and hatred was more apparent. Video games are linked to teens' declining empathy levels in addition to their increased hostility. Frequently playing video games leads to lack of unsympathetic, and lacked a selfless mindset.
Superior University, Lahore
Title: Impact of Violent Video Games on Aggression Level: Exploring the Perception of Violent Video Gamers in Rawalpindi, Pakistan
Description:
Over time, there has been a significant increase in violent behaviors among youths, and the average age of crime has risen.
Study objective was to find out how video games affected the behaviors of men and women in twin cities of Pakistan.
Using quantitative research design, the data was collected from (n=204) respondents aged 15 to over 30 years old living in Rawalpindi and Pakistan.
Selection of respondents was made using available and convenient sampling and questionnaire was used to gather the data.
The data collection tool was consisted on three segments, 1) demographic information, 2) general questions related to the video games and 3) Buss-Perry Aggression Questionnaire (29 questions).
The results showed significant positive relationship among the variables i.
e.
, violent games and increase in aggression level.
Findings showed that the respondents those play violent games more than 4 hours daily, the aggression level was higher in them.
The study concluded that there is a connection between playing violent video games and aggressive as well as social behavior.
Despite the rating of aggressiveness, the participant's attitude toward rage and hatred was more apparent.
Video games are linked to teens' declining empathy levels in addition to their increased hostility.
Frequently playing video games leads to lack of unsympathetic, and lacked a selfless mindset.
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