The relationship between playing computer games and aggression in guidance school students of Kermanshah (2012)

Authors

Nader Rajabi Gilan1, Sohyla Reshadat2, Seyed Ramin Ghasemi1,*
1Social Development & Health Promotion Research Center, Kermanshah University of Medical Sciences, Kermanshah,, Iran
2Social Development & Health Promotion Research Center, Kermanshah University of Medical Sciences, Kermanshah, Iran
*Corresponding Author: Corresponding author: Seyed Ramin Ghasemi, Social Development & Health Promotion Research Center, Kermanshah University of Medical Sciences, Kermanshah,, Iran, Tel: +98 831 4216143 Email: [email protected]

Journal of Kermanshah University of Medical Sciences:Vol. 17, issue 3; e77108
Published online:Jun 29, 2013
Article type:Research Article
Received:Aug 07, 2012
Accepted:Jan 22, 2013
How to Cite:Rajabi Gilan N, Reshadat S, Ghasemi SR. The relationship between playing computer games and aggression in guidance school students of Kermanshah (2012). J Kermanshah Univ Med Sci. 2013;17(3):e77108. doi:

Abstract

Background: Nowadays computer games are one of the main entertainments for children and adolescents. There are different results about positive and negative impacts of these games. The aim of this study was the survey of relationship between playing computer games and aggression in guidance school students of Kermanshah city in 2012. 

Methods: In this cross sectional study, 573 student selected by Multi-stage cluster sampling and these persons completed demographic and Buss & Perry Questionnaires. Data were analyzed by SPSS software and Pearson correlation, T test and ANOVA were used. 

Results: 48.5% of respondents were girl and 71% played computer games. The relationship between overall aggression with gender (p=0.023), type of game (p=0.021) and time of game playing (p=0.000) was significant. There were a significant relation between time of game playing with overall aggression (r=0.151), physical aggression (r= 0.202), verbal aggression (r=0.131) and hostility (r=110) (p<0.005).

Conclusion: According to the significant relationship between playing computer games and aggression in this study, and considering the high importance of life conditions of teens, and the probability of modeling of violent characters in games, doing more researches in this area in Iran is recommended. 

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Copyright

© 2013, Journal of Kermanshah University of Medical Sciences. This open-access article is available under the Creative Commons Attribution-NonCommercial 4.0 (CC BY-NC 4.0) International License (https://creativecommons.org/licenses/by-nc/4.0/), which allows for the copying and redistribution of the material only for noncommercial purposes, provided that the original work is properly cited.

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