Abstract

Abstract In recent years, many international studies have investigated the relationship between violent games and violence, aggressiveness and delinquent behavior, but there are scarce studies in Brazil on the subject. The aim of this research was to investigate the relationship between dispositional behavior and antisocial behavior correlated with the playing of violent content video games. A total of 249 high school students participated in the study, of which 154 were women and 95 were men, aged 13-20 years (M = 15.4, DP = 1.12), who responded the following scales: Big Five Inventory, Buss and Perry Aggression Questionnaire, Antisocial and Criminal Behaviors Questionnaire and a new Scale of Video Games Violence. The regressions performed indicated that the violent games, antisocial behavior, anger and sex were predictors for physical aggression. In conclusion, the study confirms the hypothesis of the General Aggression Model on human aggression in which violent games are associated with aggressive behavior.

Highlights

  • The digital gaming industry has become more conspicuous over the past years

  • There was a positive correlation between exposure to violent games and physical aggression (r = .23, p

  • In the questionnaire on Antisocial Behavior and Delinquency, a weak correlation was found between Violence in Video Games and the Antisocial dimension (r = .14, p = .03)

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Summary

Introduction

The digital gaming industry has become more conspicuous over the past years. From an economic point of view, its growth began in the 1970s with the Disponível em www.scielo.br emergence of the Atari video game company, created by Nollan Busnell and Ted Dabney (Mora-Cantallops & Sicilia, 2018), and has surpassed more established industries such as, for example, the cinema (Pinto, Coronel & Bresolin, 2013). Videogames violentos e agressão digital video games in the daily lives of the population has a role in the social, cognitive and emotional development of children and young adults who enjoy this kind of entertainment (Ashinoff, 2014; Kühn, Gleich, Lorenz, Lindenberger, & Gallinat, 2014, Stansbury, Wheeler, & Buckingham, 2014). It is noteworthy that researchers have positively associated video gaming with a set of negative influences, such as greater cognitive accessibility to aggressive content (Anderson, Carnagey, Flanagan, Benjamin, Eubanks & Valentine, 2004), higher propensity for antisocial behavior (DeLisi, Vaughn, Gentile, Anderson & Shook, 2013; Gentile & Bushman, 2012; Mariano, 2016), greater occurrence of negative affective states (Anderson & Dill, 2000), and reduction in prosocial behaviors (Anderson et al, 2010; Bushman & Huesmann, 2014)

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