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Title: RELATIONSHIP BETWEEN VIOLENT VIDEO GAMES AND ADOLESCENT AGGRESSION
Authors: Syed Wasi Ullah Shah, Sadaf Yasir, Baz Meer Afridi, Muhammad Irshad, Aqsa Elahi, Shabi ul Hassan, Muhammad Ikram, Shagufta Rafique
Journal: Frontier in medical & health research
Year: 2025
Volume: 3
Issue: 7
Language: en
Keywords: AdolescentAggressionViolent video games
Background: The psychology of aggression focuses on an individual’s reactivity and behavior to inconveniences of life. Aggression is type of behavior that means to intentionally harm to other individual. Objective: This research was focused to examine the effects of violent video games on the adolescent’s aggression in Pakistani video game playing teens, how it amplifies already existing aggression in these children and to obtaining data from video game playing adolescents. Methodology: This study consists of 150 participants that were playing violent video games with age from 15 to19 years old adults. For the measuring of aggression, we use the Buss-Perry Aggression Questionnaire (BPAQ), and for scoring a Likert scale consisting of seven items (extremely uncharacteristic of me to extremely characteristic of me). Results: Action games were the most popular among the 150 participants (50.7%), followed by sports (22.7%), puzzles (11.3%), and adventure (11.3%), and food games (4%). Action gamers had the most daily play time (3.82 ± 1.53 hours) and physical aggressiveness (35.1 ± 10.8), while sports gamers had a lower aggression level (29.2 ± 8.6). Significant correlations were found between play time and aggression: sports with physical aggression (r = .483, p = .004), anger (r = .502, p = .002), hostility (r = .567, p < .001); action with physical (r = .317, p = .006), verbal (r = .344, p = .002), hostility (r = .389, p = .001); and puzzles with physical aggression (r = .703, p = .002), anger (r = .761, p = .001), hostility (r = .562, p = .019). No significant connections were found between adventure and food games. Conclusion: This study reveals a substantial positive link between exposure to violent video games and aggression in Pakistani teenagers, indicating that greater playtime correlates with heightened physical, verbal, and hostile behaviors. The findings indicate that violent video games may foster aggressive tendencies, but the restricted sample size limits generalizability. It is advisable to conduct extensive, multicenter studies with larger and more diverse populations to corroborate these findings and furnish more robust data for public health and parental guidance programs.
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