Abstract

The issue on the effect of violent video game to aggressive behavior has gained wide interest from various communities. This paper presents some results of predicting quantitative measure of aggressive behavior from variables that measure violent video game playing. Experiment results showed that Decision Tree Regression (DTR) and Adaptive Boosting Tree Regression (AB-DTR) models predicted aggressive behavior intentions with high accuracy. For predicting Hostile variable: DTR’s training and testing RMSE (0.0, 0.0); AB-DTR’s training and testing RMSE (0.08, 1.08). For predicting Instru variable: DTR’s training and testing RMSE (0.0, 2.18); AB-DTR’s training and testing RMSE (0.0, 3.30) respectively.

Highlights

  • Violence is any behavior that has the potential to harm other people, such as behavior that causes damage to the structure or function of the body due to coercion or physical stress which leads to death [1]

  • According to study report by [4], the dataset comprised of 91 samples. This dataset was used to investigate the effects of playing violent video games on aggressive behavior and intentions

  • Violent behaviors were measured using the Taylor Competitive Reaction Time (TCRT) task combined with filling out a short questionnaire

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Summary

Introduction

Violence is any behavior that has the potential to harm other people, such as behavior that causes damage to the structure or function of the body due to coercion or physical stress which leads to death [1]. In the past two decades, a vast number of studies have tried to investigated correlation between exposure of young people to violent video game with aggressive cognition and behaviors [3][4][5][6][7][8]. In contrast to common believe that the effect of aggressive behavior due to video game exposure will last longer, the study by Ferguson [9] concluded that there were not enough evidence to support the claim about long-term effect of violent computer game to aggressive behavior

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