The relationship between playing computer games and aggression in guidance school students of Kermanshah (2012)

AUTHORS

Nader Rajabi Gilan 1 , Sohyla Reshadat 2 , Seyed Ramin Ghasemi 1 , *

1 Social Development & Health Promotion Research Center, Kermanshah University of Medical Sciences, Kermanshah,, Iran

2 Social Development & Health Promotion Research Center, Kermanshah University of Medical Sciences, Kermanshah, Iran

How to Cite: Rajabi Gilan N, Reshadat S, Ghasemi S R. The relationship between playing computer games and aggression in guidance school students of Kermanshah (2012), J Kermanshah Univ Med Sci. 2013 ; 17(3):e77108.

ARTICLE INFORMATION

Journal of Kermanshah University of Medical Sciences: 17 (3); e77108
Published Online: June 29, 2013
Article Type: Research Article
Received: August 07, 2012
Accepted: January 22, 2013

Crossmark

CHEKING

READ FULL TEXT
Abstract

Background: Nowadays computer games are one of the main entertainments for children and adolescents. There are different results about positive and negative impacts of these games. The aim of this study was the survey of relationship between playing computer games and aggression in guidance school students of Kermanshah city in 2012. 

Methods: In this cross sectional study, 573 student selected by Multi-stage cluster sampling and these persons completed demographic and Buss & Perry Questionnaires. Data were analyzed by SPSS software and Pearson correlation, T test and ANOVA were used. 

Results: 48.5% of respondents were girl and 71% played computer games. The relationship between overall aggression with gender (p=0.023), type of game (p=0.021) and time of game playing (p=0.000) was significant. There were a significant relation between time of game playing with overall aggression (r=0.151), physical aggression (r= 0.202), verbal aggression (r=0.131) and hostility (r=110) (p<0.005).

Conclusion: According to the significant relationship between playing computer games and aggression in this study, and considering the high importance of life conditions of teens, and the probability of modeling of violent characters in games, doing more researches in this area in Iran is recommended. 

Keywords

computer games aggression student adolescents

© 2013, Journal of Kermanshah University of Medical Sciences. This is an open-access article distributed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/) which permits copy and redistribute the material just in noncommercial usages, provided the original work is properly cited.

Fulltext

References

  • 1.

    The references of this article is available on PDF

  • COMMENTS

    LEAVE A COMMENT HERE: