International Journal of Sport Studies. Vol., 4 (7), 760-764, 2014 Available online at http: www.ijssjournal.com ISSN 2251-7502 © 2014; Science Research Publications The Relationship Between The Way of Participation in Playing Computer Games With Teenagers' Aggression Participating in Summer Sports Classes Ahmad Mahmoudi1*, Mahdi Najafian Razavi2, Tahereh Fateh3, Vahid Khorasani4, Somayeh Alimohammadi5 1-PhD student Of Sport Management, Allameh Tabataba’i University, Tehran, Iran 2-Department of physical education and sport sciences, fariman branch, Islamic Azad University, fariman, Iran 3-Department of physical education and sport sciences, Farhangian University of Mashhad, Mashhad, Iran 4,5- Department of physical education and sport sciences, Mashhad branch, Islamic Azad University, Mashhad, Iran * Corresponding Author, Email: [email protected] Abstract Over the past years, computer games, as a social phenomenon alongside with audio and video media in our modern time due to the progresses in national interactive technologies and amazing attractions, has targeted mostly at teenagers and children. The aim of this present study is to investigate the way of participation in computer games and its relation to teenagers' aggression participating in summer sports classes. This research is descriptive and correlational .The sample was chosen among teenager participants with the age range of 14-18 in Mashhad. The sample consists of 300 teenagers who took part in Astan Qods summer sports complex .The aggression was estimated by Buss & Perry questionnaire. The questionnaires were distributed randomly among teens with the history of at least 6 months game experience. For analyzing the data, regarding the abnormality of data distribution, non-parametric Spearman test was applied, as well as linear regression , simultaneously, for affecting each of the components on criterion change at a significant level (p=0.05).The results showed that there is a meaningful relation between the history playing computer games and aggression in reverse direction (p=0.048). The results also showed that there is a relationship between the time of playing in a week and a day with aggression; however, no relation was found between the kinds of game with aggression. It is shown that there is a more relationship between the two factors of the way of participation in computer games during day with aggression; therefore, it is suggested to the parents that they postpone the age of starting games and avoid excess in teens by an appropriate programming. Keywords: Aggression, Computer game, Sports participation Introduction One of the most exciting fields in our modern life is computer games that with an ascending order in popularity among children and teenagers which has caused embarrassment for the families who are aware of its hazardous effects (Golrokh, 1995). Including in their apparent features is their violence. Although playing computer games can have positive effects such as : mannerism , intelligence , creativity , concentration, IQ , learning sophisticated matters; However, due to lack of proper education , the goals of these games are still unknown and in real , teens have been inclined toward game with harmful effects (Wilson, 2008). Some studies show that computer games are harmful, rather than being effective. Psychologically speaking, it seems that computer games have negative relation with mentality and is directly associated with the rate of aggression, embarrassment, Depression, in teens who play them. By investigating the kind of games for kids and teens, it is clear that most of games are violent (action). 760 Intl. j. Sport Std. Vol., 4 (7), 760-764, 2014 Because such games are accompanied with excitement , experiencing them , especially for a long period of time, may lead to physiological changes ; Therefore , playing them may not raise the usual excitement of players but also , in the future ,changes the players' taste into their favor, because more games with violence content tend to increase aggression , excitement , crime in real life(Anderson and Buchman, 2010). Taking a glance at the recent studies in the field of expanding playing games in teens according to age shows the amount of applying such entertainments at early stages of 12 , 13 is more and increases afterward and reaches minimum at 18 (Khorasani, 2012). Anderson et al (2007) found that students who are playing action games show more aggression in their speech and behavior in comparison to other students and try less to help others. Yu-sien (2012) conducted a research on Taiwanese students under the name of “The relation between kid's aggression and computer action games". The analysis of data shows that playing computer games increases meaningfully the level of Taiwan students' aggression. Staude-Müller (2012) investigated the relation between computer games & aggression, long term effect and discrimination, and came to the fact that playing all computer action games in long term causes aggression. The most specific feature of computer games is their action manner, and the fact that a gamer should fight the so called enemy to move on to the next level, consistency on playing them makes children aggressive. Aggression is the most important impetus that is used in designing the newest and most exciting computer games. Children who are regularly engaged in such games become introvert. In society, an introvert becomes incapable of communicating with others. The attitude causes the kid get aloof of his peers which is it a beginning for risky behaviors. Kumarasuriar and Geraldine (2011) showed in his research that there exists a significant relationship between playing computer games and aggression in teenager. According to the results, there proved exist high levels of aggression among girls playing computer games. Boys show more physical aggression in comparison to girls. Physical raping is highlighted more compared with other features of aggression. Yu-hsien (2012) in his research under the name of "the relationship between aggression and playing computer games among teenagers in Taiwan" came to the fact that playing computer games was significantly related to high levels of aggression among Taiwan teenagers. Willoghby (2012) conducted a survey related to the relationship between playing computer games and aggression among teenagers that showed meaningful relation between playing such games and aggression. Staude-Müller (2012) investigated the relationship between playing computer games and aggression, including long term effects, impact and alternatives which came to the fact that playing computer games for a long period of time may result in aggression Bearing in mind that aggression and introversion may lead to teens' regular defensive attitude, it prevents their talent to blossom and work out their potentiality and sociability and prevent their socialization. In other words, personal and social success is affected by computer games .Thus, correcting this behavior can lead to self- esteem, success, better education, and conformation among their peers (Khorasani, 2012). Therefore, according what mentioned above, this question may be raised that is there any relation between aggressive behaviors of kids and teens with the kind of computer games and the rate of consuming them? Materials and Methods Descriptive and correlational research methods are used to gather information applying field survey method. Population sample was of adolescent boys of class summer sports complex Astan Qods Razavi Mashhad, age domain 14-18 years (2000) with history of playing computer games. A minimum of 6 months or more in a home game net activity daily. Therefore, the participants in the class according to Morgan Table, a record 300 people, Computer Questionnaires were distributed and collected in person. Data Buss and Perry questionnaire (1992) was used to examine the aggression. Questionnaire used in this study consisted of 29 phrases and four subscales including aggression variables (verbal aggression, physical aggression, anger,…); Furthermore , to identify personal information of the person which is indicative of the way of participation in playing computer games, A questionnaire was used. The first part of the questionnaire, which includes (playing time of the week, time of day game, kind of play, etc), respectively. The second part of the questionnaire dealt with aggression subscales of the research tool Anderson et al (2007) and Joseph H. (2011) has also been used. After translating, these questionnaires we into native culture and social behaviorism, they were supervised by some experts in the field to determine their content validity. Reliability and Validity Aggression Questionnaire has acceptable reliability and validity. The questionnaire was implemented on 400 immigrant and non-immigrant students in secondary schools in Bojnoord by Langari (1999). Mean (SD) subscales of the questionnaire at preliminary stage on 18 of these students is provided: Physical aggression = 25.66 (7.5), verbal aggression = 14.61 (3.96), Rage = 19.88 (6.73) and hostility = 23.5 (5.96) and the mean scores 83.6 and standard deviation 17.6, respectively. Results of a preliminary implementation of these students demonstrate The alpha coefficients for the subscales of physical aggression, verbal, anger and hostility is 0.73,0.58,0.76, 0.64 , And alpha quotient scale scores is 0.81. Descriptive statistics has been applied to classify raw scores, table design, distribution and dispersion indices calculated the mean, standard deviation, etc. Inferential statistics especially Cronbach Alpha Test was applied 761 Intl. j. Sport Std. Vol., 4 (7), 760-764, 2014 for the reliability of the questionnaire, as well as the KS test for normality distribution of the data (P>0.05). According to the rating scale Spearman nonparametric correlation test of a research tool, linear regression was used. Besides, in order to analyze data statistically, SPSS software (Version 20) was used, as well as research prototype software charts in 2007 excel for designing research tables. Results Descriptive results showed that most respondents with 25.9 percent were 14 years old. 35 percent had a history of playing 5 years and over 38 percent had a game every day? . %32 of respondent’s played 2 hours a day. 70 percent were interested in playing action game, and 62.6 of such games were played at home. Spearman nonparametric correlation results showed that all components of the ways of participating in Computer games, Except for an aggressive type of game, were a significant positive correlation (P< 0.05). Table 1: The relationship between the components of how to participate in computer games with aggression The criterion Predictive variable History of computer games Time game The Week Aggression Time game A Day Type of game A * A significant level of 0.01 * A significant level of 0.05 N 300 Spearman 0.115* 0.126* 0.226** -0.050 Sig. 0.048 0.030 0.001 0.338 To evaluate the effects of component of participating in computer games on criterion variables which is Aggression in Teens, the multivariate regression was used. As Shown in table 2, F= 5.861, the regression equation is significant for (p =0.001). The coefficient of determination R2 Showed that the regression equation used in the demographic features shows (0.074) of the variance in aggression of teens. For explaining each of the facilities, the t Time for the component games was (t=3.616, p=0.001), History of computer games with (t=2.735, p=0.007) was significant. Moreover, based on the β, the relative importance of predictors game time for the component (β =0.261) and CE components of a computer game a (β= 0.165) was found to have a positive impact on aggression. Table 2: Multiple correlation between how components contribute Computer Games and Aggression Variable Component Partners in Play R 0.273 Adjust R 2 0.074 F change 5.861 Sig. 0.001 Camera Watson 1.866 Table 3: Component regression how to participate in computer games with aggression Components believers ago Between the Constant factor History of computer games A Play time per week Play Time of Day Type of Game b 2.747 0.063 0.016 0.128 0.009 SE 0.160 0.023 0.041 0.036 0.055 t 2.735 0.377 3.616 0.162 BETA (β) 0.165 0.026 0.261 0.010 Sig. 0.001 0.007 0.707 0.001 0.871 Discussion and Conclusion The results of the researches indicative of the fact that the history of playing computer games is in close relationship with teens' aggression. The results of the variable are consistent with the records of Anderson et al (2010). They found in their research that exposure to computer action games is a prominent factor in increasing aggression and lack of sympathy. From other results of the research is that there exists a meaningful relationship between the two variables of duration of playing games in a week and aggression. This means that with the rise of time of playing, the rate of aggression also increases. Kumarasuriar and Pangiras (2011) who conducted a research dealing with the relation between playing games and aggression among Malaysian teens came to the 762 Intl. j. Sport Std. Vol., 4 (7), 760-764, 2014 fact that there is a meaningful relationship between playing computer games and aggression in teen who play them during a week; the result is also consistent with the records of Lin (2011). The topic of effects of inappropriate computer games of the psychology of kids & teens has been the subject of many researches Ferguson (2008) , in his conducted research , pointed out that kids with low self-esteem tend to like action computer games more, and that is due to their authority on the game that reinforces their artificial self –esteem. Besides, other conclusions of the research showed that there is a positive and meaningful relationship between the two variables of time of playing games in a day and aggression in teens which means that with the rise in the time of playing computer games, the rate of aggression also increases. However, the most important factor in the field of negative effects of these games is their violent content (Frölich, 2010; Anderson and bouchman, 2010). The findings of the present research showed that there is positive relationship between time of a play in a day and aggression, which means that with the rise in the time of playing hours, aggressive behavior also increases. Abdolkhaleghi (2006) showed in a survey that students who spend more time in a day playing computer games show more aggression; Moreover, Carnagey and Anderson (2005) confirms the previous findings. Bailey (2008) came to the fact that a meaningful relation exists between the time of playing computer games and behavioristic disorders such as chewing finger nails, nervous tick, aggression and anger. Other findings of the survey showed that no meaningful relation exists between the kinds of computer games with aggression in teens. Impact of level of aggressiveness in computer games on heart and vascular responses in 209 guidance school students were investigated in Tehran. Alipour (2004) showed , action computer games increases Cortisol and the temperature of the body decreases level of SIGA, owing to the stress gets intense and effects the health of kids and children of Demographic population. On the other hand it has been always believed that playing computer games of action kind causes aggression and as long as the studies of Adachi and Willoughby (2011) show that no meaningful relationship was found between playing action games and aggression. Therefore, according to the results of the present research, this hypothesis was rejected. In another words, as long as most of people prefer playing action games, no significant relation was found related to aggression. It is necessary here to mention that the factor of life style or the level of people's culture can play important role. (Frölich, 2010), in a 56-hour survey proved that playing action computer games in not directly connected with aggression in teenagers which is consistent with the findings of the present research and studies of Fergowsen (2012). At the end, Regression test showed that the duration time of playing games in a day and the history of playing has been the most effective factors on teenagers. This issue in parallel with the survey of Boukli, Gentile, Anderson (2007) Douglas (2009) in a survey dealing with the connection of aggressive computer games and symptom of hostility among 307 student with age domain of 17-18, showed that those computer games which had humanistic aims is somehow associated with hostility in students; however, it is not consistent with other behavioristic manners such as physical aggression, speech aggression, and anger. Additionally Uhlmanna and Swanson (2004) in a survey that Individuals who play more aggressive computer games, are inclined to be more aggressive and show less mercy and forgiveness to others which is consistent with the results of this very research. Khorasani (2012) showed in a survey that those students who spend more playing computer games, tend to show more aggression in discussions. As a result of this research, as long as computer games are one of the entertainments in kids, teens, youngsters and even adults in our modernized society, it is clear that playing computer games is in reverse relationship with the history of experiencing in games It was also concluded that duration of the time of playing computer games has the most effect, which means that the more time of play in a day, the more probability of aggression. It was also concluded that no significant relationship exists between the kind of the games and aggression. References Abdolkhalegh M, 2005. 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