RAJIV GANDHI UNIVERSITY OF HEALTH SCIENCES

RAJIV GANDHI UNIVERSITY OF HEALTH SCIENCES
KARNATAKA, BANGALORE
ANNEXURE – II
PROFORMA FOR REGISTRATION OF SUBJECT FOR
DISSERTATION
1
Name of the Candidate and
MR. JAISON PAUL JOSEPH
Address
1ST YEAR M.Sc NURSING
[In Block Letters]
ALVA’S COLLEGE OF
NURSING MOODBIDRI
2.
ALVA’S COLLEGE OF
Name of the Institution
NURSING MOODBIDRI
3.
Course of the Study,
M.Sc NURSING
Subject
CHILD HEALTH NURSING
4.
Date of Admission to Course
01-06-2011
5.
Title of the Topic
A study to assess the effect of violent videogames on
aggressive thoughts among adolescents in selected high schools
of Moodbidri.
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6.
Brief Resume of the Intended work:
6.1 Need for the Study
“Teach a child about silence and he shall bring peace, teach him
about wage &violence and he shall fires up only anger”
- Anonymous
The world of fantasy has always attracted kids and children. The thrill of
playing videogames gives a high that is completely incomparable. To some
extent, it may serve as an entertainment purpose to kids and may keep them busy.
But let us not forget the adage ‘excess of anything is bad’. In some cases, it may
be worse. the level of violence in video games has increased, so has concern for
the effects on those who play and especially those who play a lot. Gaming is not
passive, in order to play and win, the player has to be the aggressor1.
Media affect children and youth not only displacing time they spend but
also influence beliefs and behavior. There are good theoretical reasons to expect
that violent video games will have similar and possibly larger effects on
aggression. Aggression refers to any behavior that demonstrates a malicious
intent to cause harm. There are three types of aggression, defined by the method
used: physical, verbal, and relational.
A recent analysis of video game revealed that more than half all game
contain violence including > 90% rated as inappropriate for children aged 10 year
or older2. Researcher believes that repeated exposure to mediated violence can
lead to anxiety and fear and acceptance of violence as an appropriate means to
solving conflict3.
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The recent survey by Assocham, India reveals that over 82 percent of
teenagers spend an average of 14-16 hours per week playing games on computer,
web portal or consoles and about 7 percent of children surveyed qualified as
being pathological video gamers (over 20 hours per week)4.
A descriptive study was conducted to assess the effect of violent
videogame on 100 children in the age group of 13-18 years in Chennai, India.
samples were selected from video game centres by using non probability
purposive sampling technique. The investigator used modified Buss and Durkey
hostility inventory to measure aggression as a psychological variable. The results
showed that 63 children had moderate to severe aggressive thoughts and 33
children had mild aggressive thoughts. Only 4 children had no aggressive
thoughts2.
In 2002, researchers Anderson and Bushman developed the General
Aggression Model (GAM). Often considered one of the greatest contributions to
the study of violence and video games, the GAM helps explain the complex
relationship between violent video games and aggressive gamers5.
Videogames by their very nature require active participation. Video game
involves great deal of repetition. If the games are violent it becomes a behavioral
rehearsal for violent activity. In town of moodbidri a place known as pilgrimage
of education, especially where thousands of adolescents from all over Karnataka
aspire their dreams. The advent of new violent video games in upcoming cyber
centres make them highly vulnerable to fall into clenches of video game addiction
and its other consequences. The investigator strongly feels that there is need to
assess the effects of violent video game on aggressive thoughts among
adolescents of moodbidri.
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6.2 Review of literature: A comparative study was conducted in Manhattan USA, to compare the
effects that playing a realistic violent, unrealistic violent, or nonviolent video
game for45min has on such variables. For the purpose of this study, realism was
defined as the probability of seeing an event in real life. Participants of age
between 13-18 (n=74; 39 boys, 35 girls) played either a realistic violent,
unrealistic violent, or nonviolent video game for 45min. Aggressive thoughts and
aggressive feelings were measured four times (every 15min), whereas arousal
was measured continuously. The results showed that, though playing any violent
game stimulated aggressive thoughts, playing a more realistic violent game
stimulated significantly more aggressive feelings and arousal over the course of
play6.
Two experimental studies were conducted at Missouri and Columbia,
USA, to examine the effects of videogame on aggressive thoughts and aggressive
behaviour. Study 1 found that real-life violent video game play was positively
related to aggressive behavior and delinquency. The relation was stronger for
individuals who are characteristically aggressive and for boys aging 13-16year.
Study 2, laboratory exposure to a graphically violent video game increased
aggressive thoughts and behaviour. In both studies, boys had a more hostile view
of the world than the girls7.
An experimental study was conducted in New Delhi, India.To assess
effect of computer games as psychological stressors .The study was conducted on
43 subjects (39 Males/4 Females); selected on voluntary basis from the staff and
students of AIIMS (18–20 years). Subjects were assessed by various
physiological, psychological and biochemical parameters. The results showed a
significant increase in the physiological and psychological markers of stress8.
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A self report study was conducted in Germany, to find the relationship
between violent video game and aggression on 210 adolescents of age 11-15
years. Rating scales were given to the teachers to assess the aggressiveness and
impulsiveness. Results found a positive relationship between self-reported video
game use in boys and their teachers’ ratings of aggressiveness and
impulsiveness9.
An experimental study was conducted at USA, to assess the effects of
exposure to violent video games on automatic associations with the self were
investigated in a sample of 121 students of age 13-18 years. Playing the violent
video game Doom led participants to associate themselves with aggressive traits
and actions on the Implicit Association Test. In addition, self-reported prior
exposure to violent video games predicted automatic aggressive self-concept,
above and beyond self-reported aggression. Results suggest that playing violent
video games can lead to the automatic learning of aggressive self-view10.
6.3 Problem Statement: “A study to assess the effect of violent videogames on aggressive
thoughts among adolescents in selected high schools of moodbidri.”
6.4 Objectives of the study: -
The objectives of the study are to
1. To assess the prevalence of playing violent videogames and its exposure
among adolescents.
2. To assess the effect of playing violent videogames on aggressive thoughts
among adolescents.
3. To correlate duration, frequency and the favorite violent video game with the
effect of violent video games on aggressive thoughts among adolescents.
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4. To find out the association between effect of violent video game on
aggressive thought with selected demographic variable.
6.5 Operational definitions: -
 Assess: - In this study assess is the act of evaluation using statistical
procedure on the data obtained from samples using the tool.
 Effect:- In this study effect is the level of impact of playing violent video
game on aggressive thoughts
 Violent videogames: - In this study violent videogames are the computer
games or other simulation games in which the main content or theme is
violence exhibiting kicking, punching, and showing blood and gore.
 Aggerssive thoughts: - In this study aggressive thoughts refer to any
behavior that demonstrates a malicious intent to cause harm.
 Adolescents: - In this study Adolescents are girls or boys aging between the
age group 13-16 years who play violent videogames for not less than 2
months for 3 hours or more in a week.
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Assumptions: The study assumes that:
1.playing violent video game will induce aggressive thoughts among adolescents
2.there is correlation between duration, frequency and the favorite violent video
game played aggressive thoughts among adolescents
6.7 Delimitations: -
The study is limited to:

adolescents aging between the age group 13-16 years

adolescents who are only playing violent videogame for 3 hours or more
in a week

adolescents who have been playing violent video game for less than 2
months

4-6 weeks of duration.

sample size of 100.
6.8 Projected Outcome (Hypotheses):The study is based on following hypotheses, which will be tested at 0.05 level of
significance:
H1 :- There will be significant association between the effect of violent
videogames and aggressive thoughts among adolescents.
H2:- There will be significant association between, duration, frequency of
playing violent videogame and aggressive thoughts among adolescents.
H3:- There will be significant association between the effect of violent
videogames on aggressive thoughts and selected demographic variables
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7.
MATERIAL AND METHOD: 7.1 SOURCE OF DATA
Data will be collected from adolescent boys and girls in selected high
schools of Moodbidri.
7.1.1 Research Design
The design adopted is Non-experimental descriptive survey design.
7.1.2 Settings
The study will be conducted in selected high schools of Moodbidri.
7.1.3 Population
Adolescents who play violent videogames.
7.2 METHOD OF DATA COLLECTION
7.2.1 Sampling procedure
Sampling procedure selected is Non probability purposive sampling is
used
7.2.2 Sampling size
Sample size consists of 100 adolescents who play violent video games.
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7.2.3 Inclusion criteria for sampling
Adolescent who:

are of 13 -16 years of age

play violent video game for 3 hours or more in a week.

have been playing violent video game for more than 2 months.

are willing to participate.

can read, write Kannada or English language
7.2.4 Exclusion criteria for sampling
Adolescents who:

play only non violent videogames

have been playing violent video game for less than 2 months or less than 3
hours in a week.

are not available during the study

are not willing to participate
7.2.5 Instruments used
Tool 1: Demographic Proforma.
Tool 2: Structured questionnaire
Tool 3: Modified Buss-Perry aggression scale
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7.2.6 Data collection method
Data will be conducted in three phases using structured questionnaires.
Phase 1- Demographic Proforma seeks information about demographic Data.
Phase 2- Structured questionnaire to assess the prevalence and the frequency
of playing violent videogames.
Phase 3- modified Buss-Perry aggression scale to assess aggressive thoughts
7.2.7 Data analysis plan: -
It is done by using both descriptive and inferential statistics
1. Demographic data would be analyzed using frequency and percentage.
2. The prevalence and the frequency of playing violent videogames would
be analyzed using frequency and percentage
3. Correlation of duration, frequency and the favorite violent video game
with the effect of violent video games on aggressive thoughts among
adolescents would be calculated using Karl Pearson’s correlation method
4. Association between effect of violent video game on aggressive thought
with selected demographic variable would be calculated using Chi-square
test
7.3 Does the study require any investigation to be conducted on patient or
other human or animals? If so please describe briefly?
Yes, administration of structured questionnaire.
7.4 Has ethical clearance been obtained from your institution in case of 7.3?
Yes, ethical clearance has been obtained from the concerned authority.
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LIST OF REFERENCES:
1. Too much gaming makes kids obese, aggressive, violent: Survey. Available
at: URL:http://news.oneindia.in/2011/07/18/too-much-video-gamingmakes-kids-obese-violent-aid0126.html
2. Sudha R. Effect of playing violent video games on children. Nightingale
Nursing Times. 2011 Apr; 7(1):10, 11, 63-5.
3. Anderson CA. An updated meta-analysis on the effect of playing violent
videogames. J of Adolesc. 2004; Feb27 (1):113-22.
4. Too much gaming makes kids obese, aggressive, violent: Survey. Available
at: URL:http://www.assocham.org/prels/shownews.php?id=2983
5. 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;12: 353–9.
6. Barlett C, Rodeheffer C. Effects of Realism on Extended Violent and
Nonviolent Video Game Play on Aggressive Thoughts, Feelings, and
Physiological Arousal. Aggress behave. 2009; 35: 213–224.
7. Uhlmann E, Swanson J. Exposure to violent video games increases
automatic aggressiveness. Journal of Adolescents. 2004 Feb; 27(1): 41-52.
8. Sharma R. Assessment of computer game as a psychological stressor.
Indian J of Physio and Pharm. 2006; 50 (4):367–374.
9. Lin S, Lepper M R. Correlates of children’s usage of videogames and
computers. Journal of Applied Social Psychology.1987; 17: 72–93.
10. Anderson CA, Dill KE. Video games and aggressive thoughts, feelings, and
behavior in the laboratory and in life. J of Person and Soci Psycho. 2000
Apr; 78(4): 772-90.
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