The purpose of this study is to engage in an in-depth of the effects that playing violent video games may have towards promoting aggression in teenagers and adolescents. The study seeks to explore the issue from the perspective that indeed violent video games tend to promote some form of aggression in teenagers.
The scope of this study is significant attributed to the increased cases of aggression or aggressive behavior in teenagers and adolescents. Adachi & Willoughby (2016) point out that teenagers and adolescents engaging in violent video games tend to have a high possibility of showing signs of aggression when compared to others.
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The study reflects on the rationale that aggression does not only affect the teenagers and adolescents but affects those closest to them, who include parents and peers. Thus, this builds on the understanding that indeed it is important to work towards dealing with risk factors associated with aggression.
The specific research question that will govern this study is:
To what extent does violence projected through video games manifest as aggression in teenagers and adolescents?
The question seeks to highlight the existing relationship between the fact that teenagers and adolescents engage in violent video games and the manifestation of aggression as a psychological issue.
The key concepts that the research paper seeks to utilize as part of the study include social psychology, aggression, mental health, and video games.
Literature Review
Research on the negative impacts of violence in video games towards promoting aggression in adolescents has been extensive. In a study, Eden & Eshet-Alkalai (2014) noted that indeed increased engaging in acts of violence through video games creates a negative psychological outcome for adolescents. Thus, this results in situations where most of the adolescents tend to show notable signs of aggression due to the underlying impacts of their engagement in such games. Shojaei, Dehdari, Jelyani, & Dowran (2013) also reflect on the effects of violence in video games from the perspective that indeed adolescents tend to adopt the same levels of violence projected through the video games in their real-life approach.
Method
The population sample selected for this research study is comprised of 52 adolescents between the ages of 15 and 19 years. The selection of adolescents as part of the study seeks to provide the researcher with a better understanding of the overall impacts that violence in video games may have on the adolescents.
The data collection method adopted for this research study is survey with the researcher focusing specifically on usage of a questionnaire. The respondents will be expected to provide their responses to help in meeting the general expectation of the study. However, the researcher also used observation as part of the data collection process with the focus being towards observing changes in behaviors among adolescents engaged in violent video games as part of their leisure activities.
Results
From the study conducted, it can be noted that approximately 88.5% (n=46) participants noted that a change in their levels of aggression after their engagement in violent video games. The change in behavior can be attributed to the fact that most of the adolescents tend to experience a key challenge in their absorbing the violence that they witness (Ferguson, 2011). The researcher observed that the change in aggression among these adolescents was gradual and occurred over a given period of time. Thus, this means that it becomes hard for them to detect such changes and relate them to their engagement in playing violent video games. Adachi & Willoughby (2013) take note of the fact that most of the adolescents facing changes due to aggression tend to fail in their bid to preventing such changes, as they lack that element of understanding focusing on the impacts that the games are having on their mental capacities.
Conclusion
In summary, the research study focuses on trying to find a link between aggressive behavior among teenagers and adolescents and their idea of having to play violent video games. The sole focus for this study is to reflect on the mental impacts that violence projected through video games tends to have with regard to promoting a higher possibility of violence. From the results collected from the sample population of 52 adolescents, it can be noted that indeed violence in video games acts as a key issue contributing to aggression. The findings from this study noted that engagement in violent video games tends to create a situation where it becomes challenging for the adolescents to comprehend the outcomes, thus, resulting in a graduate change in their behaviors.
References
Adachi, P. J., & Willoughby, T. (2013). Demolishing the competition: The longitudinal link between competitive video games, competitive gambling, and aggression. Journal of Youth and Adolescence , 42 (7), 1090-1104.
Adachi, P. J., & Willoughby, T. (2016). The longitudinal association between competitive video game play and aggression among adolescents and young adults. Child development , 87 (6), 1877-1892.
Eden, S., & Eshet-Alkalai, Y. (2014). The effect of digital games and game strategies on young adolescents' aggression. Journal of educational computing research , 50 (4), 449-466.
Ferguson, C. J. (2011). Video games and youth violence: A prospective analysis in adolescents. Journal of youth and adolescence , 40 (4), 377-391.
Shojaei, S., Dehdari, T., Jelyani, K. N., & Dowran, B. (2013). A survey of the predictors of amount of aggression in the adolescent users of violent video games in Qom city, 2012, Iran. Qom University of Medical Sciences Journal , 7 (3), 71-79.