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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Main Authors: Sarallah Shojaei, Tahereh Dehdari, Keramat Noori Jelyani, Behnaz Dowran
Format: Article
Language:fas
Published: Qom University of Medical Sciences 2013-07-01
Series:Majallah-i Dānishgāh-i ̒Ulūm-i Pizishkī-i Qum
Subjects:
Online Access:http://journal.muq.ac.ir/index.php/qumsj/article/view/668
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spelling doaj-bef4def4607b4a08adf8ae905d4f75aa2020-11-24T23:56:02ZfasQom University of Medical SciencesMajallah-i Dānishgāh-i ̒Ulūm-i Pizishkī-i Qum1735-77992008-13752013-07-01737179A Survey of the Predictors of Amount of Aggression in the Adolescent Users of Violent Video Games in Qom City, 2012, IranSarallah ShojaeiTahereh DehdariKeramat Noori JelyaniBehnaz DowranBackground 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<0.05.Results: The mean age of adolescents was 14.2±1.6 years. The results showed that three variables of attitudes toward violence, number of hours of playing per week, and the average grade of the last educational level have been able to predict 34% of variance of aggression among the adolescent users of violent video games (r2=0.43, f=6.6, p<0.0001).Conclusion: According to the results of this study, Media educational programs should more focus on changing positive attitudes toward violence and reducing the number of playing hours per week. Also, applying encouraging strategies in order to academic achievement can reduce hours of play with this media.http://journal.muq.ac.ir/index.php/qumsj/article/view/668AggressionViolenceVideo GamesAdolescent.
collection DOAJ
language fas
format Article
sources DOAJ
author Sarallah Shojaei
Tahereh Dehdari
Keramat Noori Jelyani
Behnaz Dowran
spellingShingle Sarallah Shojaei
Tahereh Dehdari
Keramat Noori Jelyani
Behnaz Dowran
A Survey of the Predictors of Amount of Aggression in the Adolescent Users of Violent Video Games in Qom City, 2012, Iran
Majallah-i Dānishgāh-i ̒Ulūm-i Pizishkī-i Qum
Aggression
Violence
Video Games
Adolescent.
author_facet Sarallah Shojaei
Tahereh Dehdari
Keramat Noori Jelyani
Behnaz Dowran
author_sort Sarallah Shojaei
title A Survey of the Predictors of Amount of Aggression in the Adolescent Users of Violent Video Games in Qom City, 2012, Iran
title_short A Survey of the Predictors of Amount of Aggression in the Adolescent Users of Violent Video Games in Qom City, 2012, Iran
title_full A Survey of the Predictors of Amount of Aggression in the Adolescent Users of Violent Video Games in Qom City, 2012, Iran
title_fullStr A Survey of the Predictors of Amount of Aggression in the Adolescent Users of Violent Video Games in Qom City, 2012, Iran
title_full_unstemmed A Survey of the Predictors of Amount of Aggression in the Adolescent Users of Violent Video Games in Qom City, 2012, Iran
title_sort survey of the predictors of amount of aggression in the adolescent users of violent video games in qom city, 2012, iran
publisher Qom University of Medical Sciences
series Majallah-i Dānishgāh-i ̒Ulūm-i Pizishkī-i Qum
issn 1735-7799
2008-1375
publishDate 2013-07-01
description 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<0.05.Results: The mean age of adolescents was 14.2±1.6 years. The results showed that three variables of attitudes toward violence, number of hours of playing per week, and the average grade of the last educational level have been able to predict 34% of variance of aggression among the adolescent users of violent video games (r2=0.43, f=6.6, p<0.0001).Conclusion: According to the results of this study, Media educational programs should more focus on changing positive attitudes toward violence and reducing the number of playing hours per week. Also, applying encouraging strategies in order to academic achievement can reduce hours of play with this media.
topic Aggression
Violence
Video Games
Adolescent.
url http://journal.muq.ac.ir/index.php/qumsj/article/view/668
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