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2019

PLAYING VIOLENT VIDEO


GAMES AND JUVENILE
DELIQUENCY

MOTI
MISAMIS OCCIDENTAL TECHNOLOGICAL
INSTITUTE
3/21/2019
Chapter I
Introduction

There are many different types’ o video games, and typically, they’re categorized
by their characteristics or underlying objectives not by the type of game play they contain

In those early days computer processing power limited the types of computer
programmer, could create. Fast forward today and technology allows game developers
to create anything they can dream up. They are many types’ o video games like fighting.
Violent video game playing is correlated with aggression, but its relation to anti social
behavior in correctional and juvenile justice samples is largely unknown.

Based on data from sample of institutionalized juvenile delinquents, behavioral


and attitudinal measures relating to violent video game playing were associated w/ a
composite measure of violent delinquency after controlling for the effects of screen time,
years playing video games, age, sex, race, delinquency history, and psychopathic
personality traits. Violent video games are associated w/ anti sociality even in clinical
sample and these effects withstand the robot influences of multiple correlates of juvenile
delinquency and youth violence most notably psychopath .

Do violent videogames Make kids More Violent?

Research explains they may not be as destructive as we think. If you know a teen,
teenager or avid game, you have probably heard about the latest video game
phenomenon; Finite. In the games Battle Royale mode, up to 100 players parachute into
a small island, scavenge for armor and weapons, and then kill or hide from other players
in an attempt to be the lone survivor. The games cartoonish violence and quickly features
– including costume, and custom dance moves – have attracted more than 125 million
players across the entire globe since its release last September. While not overly glory,
the premise for finite is inherently violent; the primary goal is to kill other players. The
popularity of these types of games, and this one in particular, raises clear question about
the effects of violent gaming specially, do violent video games lead to real life violence?

Researchers have conducted studies to find out whether violent video games lead
to problems such as aggression, lack of empathy and poor performance in school. Many
of studies have found that people who play violent video games are more likely engage
in aggressive behavior – In fact, there was enough research leading to this conclusion
that the American psychiatric association (APA) publish a policy statement in 2015
concluding that playing violent videogames lead to aggressive moods and behavior and
detracts from the player feeling of empathy and sensitivity aggression .

According to the study by, The American psychological association,”A 2013 meta-
analysis found that playing shooter video games improve a player’s capacity to think
about objects in three dimensions just as well as admen courses to enhance these same
skill , according to the study. This enhanced thinking was not found with playing other
types of video games may

Seem like a UN orthodox way to teach kids about specific skills. But these types
of games will allows today’s youth to explore the endless possibilities they could become
with, developing particular learning and social skill violent videogames will always be in
modern society.

It is essential that kids learn this skills ,today to help them to become successful in
the future creating more opportunities for children and adolescents will not only help
themselves but also help create a better society by being productive members of society
we can find a way to prevent events such as the stone man Douglas High School
Shooting Parents should have an open mind to teaching their children new techniques
during social implication. Kids today can grasp technology at a very young age unlike
some adults. New ways of teaching in this growing technological word for two more
forward, we must allow innovation to take control and guide us into the future.
Chapter II

Methodology

In this study the chi-square and reason correlation were used as statically tool.
The respondents were my friends that plays violent video games, around Oroquieta,
City. They are randomly selected intervolved. There are (26) respondents taken as
sample for our interview.

- Formula Chi- Square

- Formula Reason Correlation


Chapter III

Presentation Analysis and Interpretation of Data

Table 1

Gender:

Male 26
Female

Interpretation

There are 26 male respondents, and no female respondents.

Table 2

Age:

13-18 years old 15 57.7%


19-24 years old 10 38.5%
25-30 years old 1 3.8%
Total 26 100%

Interpretation

The respondents age 13-18 is 57.7%, 19-24 is 38.5%, 25-30 is 3.8%.


Table 3

Screen time:

1-3 10 38.5%
4-6 10 38.5%
10-13 5 19%
14 1 4%
Total 26 100%

Table 3 shows the screen time o the respondents in playing violent video games. Most
of them which is 77% of the total respondents with the range of 1 hour – 6 hours. 19%
of them play up to 10 hours-13 hours. Only 4% of the respondents play up to 14 hours
in 24 hours.
Table 4

Years of Playing Video Games:

1-4 13 50%
5-8 9 34.7%
8-11 3 11.5%
12 1 3.8%
Total 26 100%

Table 4 shows that the screen time of the respondents in playing violent video games.
Most of them which is 84.7% of the total respondents playing violent video games with
the range of 1 year- 4 year. 11.5% of them plays up to 8 years-11years. Only 3.8% of
the respondents plays up to 12 years.
Table 5

Race:

Yes 13 50%
No 12 46.2%
Draw 1 3.8%
Total 26 100%

Table 5 shows that the screen time of the respondents in playing violent video games.
Most of them which is 50% of the total respondents play violent video games with the
range of yes and 46.2% of the total respondents play violent video game with the range
of no. 3.8% of the respondents play violent video games game with the range in draw.

Table 6

Amount:

30-500 13 81.25%
600-2000 3 18.75%
Total 16 100%

Table 6 shows that the screen time of the respondents in playing violent video games.
Most of them which is 100% of the total respondents play violent video games with the
range of 30-500. 18.75% of them plays up to 600-2000 of the total respondents.
Table 7

Delinquency History

Cool or Chill 4 15.4%


Bad Mood 4 15.4%
Find Match 4 15.4%
Stress 4 15.4%
Frustrated 6 23%
Doesn’t Accept to Lose 4 15.4%
Total 26 100%

Table 7 shows that the screen time of the respondents in playing video games. Most of
them which is 15.4% of the total respondents play violent video games of the range of
bad mood/chill. 15.4% of them plays bad mood. 15.4% o them plays find match. 15.4%
of them plays stress. 15.4% of them plays doesn’t accept the lose. Only 23% of the
respondents play in frustrated.

Table 8

Psychopathic Personality Traits

Yes 18 69.2%
No 8 30.8%
Total 26 100%

Table 8 shows that the screen time of the respondents in playing video games. Most of
them which is 69.2% of the total respondents play violent video games with the range of
yes. Only 30.8% of the respondents play with no psychopathic personality traits.
Chapter IV

Summary, Conclusions and Findings

Summary

This study was found out base on the researcher study that violent video games an
affect.

1. Most all of the researcher were male,

2. Ages between,

3. 13-18 hours screen time

4. 1-4 years of playing video games.

5. Most of them saying yes when it comes to race.

6. An their race speed amount 30-500.

7. So most of them feel frustrated when they lost during the game,

8. Most of them agreed that the violent video game an cause psychopathic
personality traits.
Conclusion and Recommendation

In conclusion violent video games may seem like an intellectually lazy activity to a

person, but they provide many benefits that cannot be replicated by any other activity.

Violent video games, are not the only factors that contributes to youth violence w/ a

combination of factors, it is difficult to determine the source of youth violence. Video

games should not be blamed for youth violence.

This tools offers specific skills they can learn to help them to become a better

rounded individual. Different factors such as social, variables, environment, and family

are more influential factors than the violent video games.

As violent video games sales increase in popularity it is important to remind kids

there is a difference between reality and the virtual world. To prevent violent crimes from

occurring today’s youth, it is also essential to take into account their background

parentally or legal guardians , and mental health by doing so, we progress as a society

and focus on other thing we need to be prosperous.


Acknowledgement

It is a genuine pleasure to express our deep sense of thanks and gratitude to our

mentor and guider Ms. Emily Awa. Her dedication and keen interest above all his/her

overwhelming attitude to help their students had been solely and mainly responsible or

completing our work. Their timely advice, meticulous scrutiny, scholarly advice and

scientific approach have helped us to a very great extent to accomplish this task.

We owe a deep sense of gratitude to Ms. Emily Awa who is our mentor of our

research paper. His prompt inspiration, timely suggestion with kindness, enthusiasm

and dynamism have enabled us to complete our thesis.

We thank profusely all the teachers of Misamis Occidental Technological Institute

or their kind help and co-operation throughout our study period.

It is our privileged to thank our parents for that constant encouragement

throughout our research period.

We extremely thankful to our friends and classmates for providing our necessary

technical suggestion during our research pursuit.


Curriculum Vital

Name: Regine Manlegro


Age: 19
Birthdate: November 20, 1999
Addressed: P-3 Duanguican, Tudela, Misamis, Occidental

SANNY ABAA

JERIC P. YORONG
VIRNEL BINAORO

ALMER LUMANTAS

NATANIEL SILVA
Table of contents

 Cover Page

 Acknowledgement

 Title

 Chapter I

 Introduction

 Chapter II Methodology

 Chapter III Presentation Analysis and Interpretation Data

 Table 1 Gender

 Table 2 Age

 Table 3 Screen time

 Table 4 Years of Playing Video Game

 Table 5 Race

 Table 6 Amount

 Table 7 Delinquency History

 Table 8 Psychopathic Personality Traits

 Chapter IV Summary Conclusion and Findings

 Last Page

 Curriculum Vital

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