Abstract

Video games are frequently viewed to be exciting instructional methods and instruments. Although some of these video games may be helpful in particular educational settings, the vast majority of students use them for entertainment purposes and have thus grown attached. This investigation sought to determine how violent video games shape the conduct of Faisalabad's pupils in school. In this investigation, the investigator used quantitative techniques and a deductive method to determine and assess the effect of video games on the conduct of high school students.

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