Effects of playing violent video games on teenagers’ behavior – An experience from Malaysia

Authors

  • Roy Rillera Marzo Asia Metropolitan University, Malaysia
  • Amaluddin Ahmad Asia Metropolitan University, Malaysia
  • Sudip Bhattacharya Himalayan Institute of Medical Sciences, Doiwala, 248140,Dehradun, India
  • Fong Yee Mun Asia Metropolitan University
  • Johari Abdul Rahman Asia Metropolitan University
  • Shihnas Bte Anwar Batcha Asia Metropolitan University
  • Sharveenie Rajiswaran Asia Metropolitan University
  • Lew Chin Hon Asia Metropolitan University

DOI:

https://doi.org/10.47203/IJCH.2019.v31i02.005

Keywords:

Violence, videogames, school students, aggression, empathy, altruism

Abstract

Introduction: Violent behaviours among teenagers have increased significantly over the years and the mean age of the crime has become younger. Aim and Objective: Our objective was to determine the effects of video games on male teenagers’ behaviors among population in the 24 secondary schools Muar, Johor, Malaysia. Methodology: This was a cross sectional study. Our sample size was 380 and the age of the respondents were between 13-16 years. Data was collected by using 4 sets of questionnaires, which are demographic information (4 items), Multi-Dimensional Emotional Empathy Scale (24 items), Buss-Perry Aggression Questionnaire (29 items) and Self Report Altruism scale (20 items). Results: Our results showed that 78.41% students were violent video gamers. Out of 380 students, 156 students (40.1%) engaged with videogames less than 2 hours per day, 151 teenagers (38.8%) used to play between 2 and 4 hours per day and only 82 teenagers (21.1%) used to play for more than 4 hours per day. About 70% of respondents score was lower than standard in both physical and verbal aggression. Level of altruism is one of the objectives in this research. Discussion: Our results documented that there is a relationship between the video games and the aggressive behaviour even the prosocial behaviour as well. Though the assessment of the aggression, the participant showed more on the anger and hostility attitude. Video games not only related to aggression but also it is related to the diminishing the sense of empathy among teenagers. Conclusion: We concluded in our study that most of the participants showed that they prefer violent video games, most of them are not empathetic and they don’t have altruism attitude.

Downloads

Download data is not yet available.

References

Anderson CA, Bushman BJ. Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: a meta-analytic review of the scientific literature. Psychol Sci. 2001 Sep;12(5):353–9.

Anderson CA, Dill KE. Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. J Pers Soc Psychol. 2000 Apr;78(4):772–90.

Anderson CA, Gentile DA, Buckley KE. Violent video game effects on children and adolescents: Theory, research, and public policy. New York, NY, US: Oxford University Press; 2007. viii, 190. (Violent video game effects on children and adolescents: Theory, research, and public policy).

Anderson J R & Bower G H. Human associative memory. Washington, DC: Winston & Sons, 1973. :1.

Funk JB, Buchman DD, Jenks J, Bechtoldt H. Playing violent video games, desensitization, and moral evaluation in children. Journal of Applied Developmental Psychology. 2003 Sep;24(4):413–36.

Archer J. Sex Differences in Aggression in Real-World Settings: A Meta-Analytic Review. Review of General Psychology. 2004;8(4):291–322.

Barnett J, Coulson M. Virtually Real: A Psychological Perspective on Massively Multiplayer Online Games. Review of General Psychology. 2010;14(2):167–79.

PQDT Open [Internet]. [cited 2019 Aug 21]. Available from:https://pqdtopen.proquest.com/doc/305152469.html?FMT=ABS

Lochman JE, Lenhart LA. Anger coping intervention for aggressive children: Conceptual models and outcome effects. Clinical Psychology Review. 1993;13(8):785–805.

Emotionally Detached Concern or Empathic Care. In: Humanizing Modern Medicine [Internet]. Springer, Dordrecht; 2008 [cited 2018 Mar 22]. p. 259–76. (Philosophy and Medicine). Available from: https://link.springer.com/chapter/10.1007/978-1-4020-6797-6_14

Buss AH, Perry M. The aggression questionnaire. J Pers Soc Psychol. 1992;63(3):452–9.

Carnagey NL, Anderson CA. The effects of reward and punishment in violent video games on aggressive affect, cognition, and behavior. Psychol Sci. 2005;16(11):882–9.

Carré A, Stefaniak N, D’Ambrosio F, Bensalah L, Besche-Richard C. The Basic Empathy Scale in Adults (BES-A): Factor structure of a revised form. Psychological Assessment. 2013;25(3):679–91.

Caruso DR, Mayer JD. A Measure of Emotional Empathy for Adolescents and Adults. :26.

Kock N, editor. Evolutionary Psychology and Information Systems Research: A New Approach to Studying the Effects of Modern Technologies on Human Behavior [Internet]. Springer US; 2010 [cited 2019 Aug 21]. (Integrated Series in Information Systems). Available from: https://www.springer.com/de/book/9781441961389

Cohen D, Strayer J. Empathy in Conduct-Disordered and Comparison Youth. Developmental Psychology. 1996;32(6):988–98.

Downloads

Published

2019-06-30

How to Cite

1.
Marzo RR, Ahmad A, Bhattacharya S, Mun FY, Rahman JA, Anwar Batcha SB, et al. Effects of playing violent video games on teenagers’ behavior – An experience from Malaysia. Indian J Community Health [Internet]. 2019 Jun. 30 [cited 2024 Dec. 26];31(2):179-84. Available from: https://iapsmupuk.org/journal/index.php/IJCH/article/view/1072

Issue

Section

Original Article

Dimensions Badge

Most read articles by the same author(s)

1 2 > >>