Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
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.
The effect of violence of video game 3
Table of Contents
Acknowledgement
Abstract
Introduction
Background
Research Questions
Hypothesis
Literature review
Data Analysis
Conclusion
Recommendation
Reference page
The effect of violence of video game 4
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
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
The effect of violence of video game 6
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
The effect of violence of video game 7
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
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
The effect of violence of video game 8
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
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
The effect of violence of video game 9
risk factor. “The APA has urged game creators to increase levels of parental control over the
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
The effect of violence of video game 10
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
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 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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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
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%
The effect of violence of video game 12
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
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.
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
80%
70%
60%
50%
40%
30%
20%
10%
0%
Agree Disagree Srongly agree Strongly disagree
Male Female
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
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
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
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
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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