A Survey of the Predictors of Amount of Aggression in the Adolescent Users of Violent Video Games in Qom City, 2012, Iran

Background and Objectives: Adolescents are the main audiences of video games. Attractive technologies of these games make virtual faces seem real characters to their audiences. There is a high tendency to show violent and deadly scenes. The present study was done with the purpose of determining the...

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Veröffentlicht in:Majallah-i dānishgāh-í ulūm-i pizishkī-i Qum 2013-07, Vol.7 (3), p.71-79
Hauptverfasser: Sarallah Shojaei, Tahereh Dehdari, Keramat Noori Jelyani, Behnaz Dowran
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Sprache:per
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Zusammenfassung:Background and Objectives: Adolescents are the main audiences of video games. Attractive technologies of these games make virtual faces seem real characters to their audiences. There is a high tendency to show violent and deadly scenes. The present study was done with the purpose of determining the predictors of the amount of aggression in the adolescent users of violent video games in Qom city. Methods: In this descriptive cross-sectional study, 100 adolescent users of violent video game referring to game-nets of Qom city were selected by random sampling method and filled out the questionnaires of demographic information, aggression scale, and attitude toward violence scale )ATVS). The data were analyzed using correlation, one-way analysis of variance, and regression analysis tests. The significance level was considered p
ISSN:1735-7799
2008-1375