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Running head: THE EFFECTS OF VIOLENCE OF VIDEO GAME 1

The effects of violence of video game among the student

Tasnia Aziz
ID: 1510255030
Sec: 23
Eng: 105
Submitted to: AST
The effect of violence of video game 2

Acknowledgement

I would like to take this opportunity to thank and express my gratitude to honorable faculty

Ms. AST. Without her guidance, important feedback, continuous motivation throughout the

whole process, I could not have finished the project. My faculty can help me a lot to complete

the project. Working under her was really knowledgeable experience for me. I am also

grateful to my North south university friends. My deepest appreciation to all the respondents

who have participated in the survey, not leaving any questions undone. Last but not the least,

I would like to thank my friends and my elder brother for encouraging me throughout the

whole process.
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Table of Contents

Acknowledgement

Abstract

Introduction

Background

Research Questions

Hypothesis

Literature review

Data Presentation &

Data Analysis

Conclusion

Recommendation

Reference page
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Abstract

The main objective of my research paper is to study the effect of violence of video game

among the students. This study examined over the students mainly north south university

students who are mostly involved in playing video games. Teenager and young generation is

mostly played video game when they played video game, they become violent sometime.

They forget about their world during playing video game and sometime they forget to take

food. They become apart from their family and friends, they become violent to them. Video

game make them violent in real life so that sometime they take gun, knife and other type of

weapon. The young adults are the regular player of video game. The study revealed that these

young people play video more than six hours in a days. They love to play video game

because of it is interesting. They prefer to play video because of their busy schedule. When

they want to hang out with their friends or peer groups, they find no better place to socialize

with others rather than playing video game. Though these students have a good knowledge

about effects of violence of video game, they are not concerned of their health and social

gathering.
The effect of violence of video game 5

Introduction

Video game controversies are societal and scientific arguments about whether the

content of video game changes the behavior and attitudes of the students, and whether this is

reflected in video game culture overall. Video game sometime gives positive effect on

student life and sometime gives negative effect on student life. Video game increase

creativity of students but it decrease their social life. Students are very addicted to video

game so that they forget about their social life and study. Because of video game students

mostly hampered to their study life, they are totally apart from their study which causes

unemployment. Video game addiction is hypothesized to be an excessive or compulsive use

of computer games or video games, which interferes with a student’s everyday life. Video

game addiction may present itself as compulsive gaming, social isolation, mood swings,

diminished imagination, and hyper focus on in game achievements to the exclusion of other

events in life. However, proposed criteria for “Internet Gaming Disorder is proposed as a

disorder, it is still discussed how much this disorder is caused by the gaming activity itself, or

whether it is to some extent an effect to other disorders. Students play video game on

computer, internet and ps4, they become violent during playing video game. They become

mostly addicted to violent video game which make their personal behavior violent. They

behave very badly with family, friend as well as their relatives. Their world is only stuck in

video games, they even don’t think what will happen around the world.

Games and learning is a field education research that studies what is learned by

playing video game and how the design principles, data and communities of video game play

can be used to develop new learning environment. Video games create new social and

cultural worlds that help people learn by integrating thinking, social interaction and
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technology, all in service of doing things they care about. Computers and other technologies

have already changed the way students learn. Integrating game into education has potential to

create new and more powerful ways to learn in university, communities and workplaces.

Video games and learning researcher’s study how the social and collaborative aspects of

video game play can create new kinds of learning communities. Sometime video games help

to student study life but they don’t use it effectively to their study. Because of video game

student become violent and their attitude towards, their study become affected. Sometime

they suffer from health problem because of over playing video game. Like aggressive

behavior, eye problem and other health problem. They effected psychologically by playing

violent video game. Violent video game change student’s life, they become aggressive,

started bulling and fighting with their friends as like they play in video game. They become

violent in real life as well as they play violent game in video game. Violent video game

decrease student’s attractiveness towards their study, social life. They just think about their

video game and it’s result. They don’t even think about their education outcome. Teenager

and young generation mostly youth are played video game and become violent in real life.

They take weapon with them when they go out from their home. They take gun, knife and

other type of harmful weapon which can dangerous for other people. Students don’t eat food

at time, they eat their lunch at noon and dinner at mid night which is cause of serious health

disease. They lost their thinking problem and don’t feel hungry during playing. While they

eating their food, they think that is also a video game like they play in games. They don’t

even realized what will happened with them because they lose this think also. So their life is

just stuck in games and its violent effect which change their life and their thinking capability.

Video games sometime give positive effect but video games mostly give negative effect. If

anyone can use it effectively, they can successful. Now a days students don’t think about
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video games effectiveness, they get only its negative think to their daily life as well as their

education life. Violent effect of video game is more than anything else.

Background

Violent video game is most popular in young people and “one in eight among 18 to 30

years olds playing frequently”. Half of more than 5000 peoples’ survey study claimed that “a

video game is not a video game without violent” (“One in Six.”2016). Young people spend

money on buying video game the most despite earning less money than other ages of people.

Violent video games are popular with male and female students. They have

successfully marketed to youth and are easily obtained regardless of age. Even the U.S.

government has created distributes the game. Public attention and debate about violent video

games has one of the few positive outcomes of the horrendous spate of young students

shootings by boys with the history of playing violent games (West Paducah, Kentucky,1997).

Other violent crime have also been linked with violent video game by news media. Moreover

students spent much time on video game is high risk to involve with violent crime. (Anderson

& Gentile, 2007)

Deliens, Clarys, Bourdeaudhuij, and Deforche explained that when a student begins

university life, his or her playing patterns change automatically. At this stage of life, students

are given independence to make their playing choices and they often choose to play violent

video game. A qualitative research was done on Belgian (European) University students to

find out the factors influencing university students’ playing video game choices. Students

reported that individual factors, social connections, surrounding environment, social media

are the most determinant factors. Individual factors include convenience, interest, time and
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willpower. Friends, peer group and lack of parental guidance fall into the social networking

factors. Surrounding environment means increasing number of video game and easy

accessibility to those violent video game. Media and advertising were also good contributor

to their playing violent video game. The lifestyle they chose hostel life also influenced their

over playing violent video game. (as cited in PMC).

The Entertainment software association reports that 17% of video game players are boys

under the age of eighteen and that 36% are women over the age of eighteen, with 48% of all

gamers being women of all ages. Video playing percentage is increasing because of lack of

field, less time to go outside, over pollution so that students become more addicted towards

video games.

Psychologists have confirmed that playing violent video games is linked to aggressive and

callous behavior. A review of almost a decade of studies found that exposure to violent video

games was a “risk factor” for increased aggression. But the same team of experts said there

was insufficient evidence to conclude that the influence of games such as Call of Duty and

Grand Theft Auto led to criminal acts. The findings have prompted a call for more parental

control over violent scenes in video games from the American Psychological Association

(APA).

A report from the APA task force on violent media concludes: “The research demonstrates a

consistent relationship between violent video game use and increase in aggressive behavior,

aggressive cognitions and aggressive affect and decrease in pro social behavior, empathy and

sensitivity to aggression”. The report said no single influence led person to act aggressively

or violently. Rather, it was an “accumulation of risk factors” that resulted in such behavior. It

added that “The research reviewed here demonstrates that violent video game use is one such
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risk factor. “The APA has urged game creators to increase levels of parental control over the

amount of violence video game contain. (Gillon,2008)

In 2016, Gilany, Hady, and Damanawy wrote that a cross sectional study was carried out in

Mansoura University in Egypt to find out medical students knowledge about harmful effects

of video games. Because video games are a newer medium, there is less research on them

than there is on TV and movies. However, studies by psychologists such as Douglas Gentile,

PhD, and Craig Anderson, PhD, indicate it is likely that violent video games may have even

stronger effects on children's aggression because (1) the games are highly engaging and

interactive, (2) the games reward violent behavior, and because (3) children violent video

games. About 74.3% participants knew the effect of violence of video game. (Gentile &

Anderson, 2003)

It can be said that they are completely aware of the effect of violence of video game them.

Hypothesis

Students are mostly played violent video games and they are effected mostly from violent
video game. In exploring the popularity of the effect of violence of video game among
private university students in Dhaka city, I expect that their frequency of playing violent
video game is more than three hours in a day. Excessive playing of violent video game can
put them at obesity, indigestion problem, leading to high pressure and increasing the chance
of psychological problem in their life ahead. Students are so busy now-a-day they don’t have
time to play outdoor game from their busy schedule. That’s why only video game is the main
cause of playing for these students. From my research, I am expecting that most of these
students are loved to play violent video game when they are inside home and they are
interested to spend their time on playing violent video game. They are so much involved with
playing violent video game that can make them apart from their family, friends and social
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life. I believe that they have good knowledge about the harmful effects of violence of video
game but they do not think whether to change their life and hamper their study.

Research Questionnaires

In my research I plan to investigate the effect of violence of video game among North South

University students in Dhaka city and their awareness and knowledge of the effect of

violence of video game. My research will address the following questions:

 What is violence of video game?

 How does violence of video game effect students?

 How does violence of video game reason for student’s aggressive behavior?

 How dose violence of video make them apart from their social life?

 How can violence of video become student’s health issue?

 What changes did they make in their lifestyle?

 How dose relationship become change with their family and friend?

Research Methodology

As my research is based on the students’ playing the effect of violence of video game, I

conducted a survey on North South University current enrolled students for my primary
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research. A survey questionnaire consisting of 10 multiple choice questions with a single

open ended question was given to each respondents. 20 students in North south students 10

male and 10 female. All gave prompt attention to fill up the questionnaire.

For my secondary research, I collected information from the web. When browsing the

internet, I used standard search engine like Google.

Data Presentation and Analysis

In order to study the trend of effect of violence of video game among students and their

awareness and knowledge of fast food, I collected sufficient data through a survey

questionnaire. The questions were filled out by North south university students in of whom

there were 10 male and 10 females. The collected data is presented and analyzed below

Question 1:

“Violent video game can help students to involve with crime” this is a yes and no question.

From this question I found that 50% female say yes and 50% say no whether 100% meal says

no. Which indicates that violent video game can’t help students to involve with crime
Yes No
Male 0 10
Female 5 5

Yes No
Male 0% 100%
Female 50% 50%
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Violent video game can help studemts to involve with


crime
120%

100%

80%

60%

40%

20%

0%
Yes No

Male Female

Question 2:

“Video game has bad effect on the students” from this question I want to know how video

game has related to someone life. The result were expected. Ninety percent of the student

(both male and female) said they are agreed that video game has bad effect on them. And

ninety percent of the students are disagree to statement both male and female. Twenty percent

of male are strongly disagree with this question. None of then choose the option strongly

agree. From this question I found that mostly female are agree and male are disagree which

mean it doesn’t affect most upon them.

Agree Disagre Strongly agree Strongly


e disagree
Male 1 7 0 2
Female 8 2 0 0

Agree Disagree Strongly agree Strongly


disagree
Male 10% 70% 0% 20%
Female 80% 20% 0% 0%
The effect of violence of video game 13

Video game has bad eff ect on the students


90%
80%
70%
60%
50%
40%
30%
20%
10%
0%
Agree Disagree Srongly agree Strongly disagree

Male Female

Question 3:

“Violent video games become a reason of unhealthy lifestyle” my third question. From this

question my result is mostly match with my expectation. Both male and female eighty

percent are agree and fifty percent are strongly agree with this question. Seventy percent

student are disagree with that statement. So we can say that video game become a reason of

unhealthy lifestyle.

Agree Disagre Strongly agree Strongly


e disagree
Male 2 5 3 0
Female 6 2 2 0

Agree Disagree Strongly agree Strongly


disagree
Male 20% 50% 30% 0%
Female 60% 20% 20% 0%
The effect of violence of video game 14

Violent videp games become reason of unhealthy


lifestyle
70%
60%
50%
40%
30%
20%
10%
0%
Agree Disagree Srongly agree Strongly disagree

Male Female

Question 4:

“Violent video game decrease kindness of the students” this my fourth question. From this

question I found that both male and female agree 110% and strongly agree 30%. 60% student

disagree students kindness through violent video game. None of them are strongly disagree

for this question. Most of the student prefer to this question.

Agree Disagre Strongly agree Strongly


e disagree
Male 8 2 0 0
Female 3 4 3 0

Agree Disagree Strongly agree Strongly


disagree
Male 80% 20% 0% 0%
Female 30% 40% 30% 0%
The effect of violence of video game 15

Violent video game decrease kindness of the students


90%

80%

70%

60%

50%

40%

30%

20%

10%

0%
Agree Disagree Srongly agree Strongly disagree

Male Female

Summary of research finding

The data I collected matched my hypothesis. Violent video game is the most favorite game

among the North South university students. Their frequency of playing violence of video

game is more than 3 hour in a day. They playing violent video game because they enjoy a lot.

Majority of these students prefer play violent video game then outdoor games. Teenager and

young generation is mostly played video game when they played video game, they become

violent sometime. They forget about their world during playing video game and sometime

they forget to take food. They become apart from their family and friends, they become

violent to them. They love to play video game because of it is interesting. They prefer to play

video because of their busy schedule. When they want to hang out with their friends or peer

groups, they find no better place to socialize with others rather than playing video game.
The effect of violence of video game 16

Though these students have a good knowledge about effects of violence of video game, they

are not concerned of their health and social gathering.

The effects of violence of video game may lead to cause of psychological problem. It also

increases obesity, indigestion problem, increases the chance of mental disorder. According to

them, the most dangerous effect of playing violent video game is leading to high amount of

psychological problem.

Most of the university going students in Dhaka city love to play video game because of its

interesting. The increasing number of playing violent video game, decrease the playing

outdoor games. The students are asked what can be the most effective action for reducing

their playing violence video game and majority of them claimed prohibiting all kinds of

violence video game from the internet and also stop selling the video games in the market.

Recommendations

From my research, it is evident that students are getting addicted to violence video game for

daily life. Therefore, it is important to reduce their liking for playing violence video game.

Government should raise awareness of playing violent video game and it should ban. Violent

video game can hamper their study so they should aware of it. They become tried to fail make

more friends and being social with their friends and family so that it can decrease their

playing violent video game.

Conclusion

In conclusion, the availability of playing violent video game is attracting the university going

students and video game has become a daily part for them. Students know the health hazards
The effect of violence of video game 17

of violent video game but they are least concerned about their health. Individual reasons,

social connections, social media are some important factors for playing violent video game.

They love to play violent video game for its interesting visual effect and are risking their lives

playing violent video game on a regular basis. They are playing violent video game because

of lack of proper playground. If government make more place for playing outdoor game, they

might stop playing video games. It can be concluded that only violent video game is the main

reason for avoiding proper nutrition, study and social to other for these young people.

Therefore, it is important that they receive a proper nutrition, study and social to other.

Government initiatives and parental guide can ensure their playing ground so that they can

play outdoor game.

References

Deliens, T., Clarys, P., Bourdeaudhuij, I.D., & Deforche, B. (2014). Determinants of playing

habit in university students: A qualitative study using focus group discussions. BMC

Public Health, 14, 53. http://doi.org/10.1186/1471-2458-14-53

Gentile, D. A. & Anderson, C. A. (2003). Violent video games: The newest media

violence

hazard. In D. A. Gentile (Ed.), Media violence and children. Westport, CT: Praeger

Publishing
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