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Chapter I
INTRODUCTION
8
CONCEPTUAL FRAMEWORK
Researches on the Iield oI media violence, particularly in computer game violence,
predict changes in aggressive cognitions and behavior Iollowing repeated exposure to violent
computer games. This conception is supported by theories like the Social Learning Theory
propounded by Albert Bandura and the General Aggression Model (GAM) developed by
Anderson and Bushman. Both models states that violence in the media, including that oI
video games, could possibly increase aggressive behavior oI those who are exposed into it.
According to Albert Bandura as discussed in his article called the nfluence of
Models Reinforcement Contingencies on the Acquisition of mitative Responses, when a
person observes or witness a model, human or non-human, exhibit a succession oI acts, that
person attains blatant characteristics likened to those acts that had been modeled (1965). In
the case oI playing violent computer games, it is believed that it creates more impact on the
changes on the level oI aggressive behavior that is possessed by the player than just a mere
viewing oI a violent screen media. According to a study, the interactive character oI violent
computer games makes it distinctive among the screen based media because in computer
games, players actually involve themselves, and to some extent, create the actions, rather
than simply being a viewer. In order to succeed in playing violent video games, players must
categorize themselves as one oI the characters in the game and then choose their own violent
strategies against the opponents. Continual violent choices bring about a continuous round oI
reward. ThereIore, violence is presented as acceptable, without unhelpIul consequences, and
enjoyable as well (Funk, et al, 2004).
The General Aggression Model (GAM) which was developed by Craig A. Anderson
and Brad J. Bushman is a useIul Iramework that explains Iurther how a violent media,
9
particularly that oI computer and video games, aIIects the increase in the level oI aggression
exhibited by those who are habitually exposed to it . In their article entitled Effects of Jiolent
Jideo Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect,
Physiological Arousal, and Pro-Social Behavior. A Meta-Analytic Review of the Scientific
Literature, it was discussed that the enactment oI aggression is largely based on learning,
activation and application oI aggression-related knowledge structures stored in memory.
According to GAM, situational input variable such as a recent exposure to violent media,
inIluence aggressive behavior through their impact on the person`s inner state at hand.
Violent media boost up aggression by teaching viewers how to aggress by keying aggressive
cognitions, by increasing arousal, or by creating an aggressive aIIective state (2001). GAM
also discusses that repeated exposure to violent media can Iorm long term changes in
aggressive personality to aggressive behavior in immediate situations. Dmitri Williams and
Marko Skoric also supported that concept. In their authored journal article entitled nternet
Fantasy Jiolence. A Test of Aggression in an Online Game, they conIerred that repeated
exposure to violent game episodes over time leads to the development, automatization, and
reinIorcement oI aggressive cognitions which Iurther produce more aggressive perception,
belieIs, attitudes and behavioral scripts (2005).
This study Iocuses on the association between the adolescents` participation to violent
computer games and the level oI aggressive behavior that they develop as a result oI that
participation. This is primarily based on the General Aggression Model by Anderson and
Bushman which was already discussed beIorehand.
Amongst the vast eIIects oI participation to violent video games, this study Iocuses
only on the changes that are seen in the aggressive behavior oI the adolescents that are
10
participating in violent computer games as it is compared to the level oI aggressive behavior
oI those who are not participating in violent computer games.
The variables which were discussed in this study are the participation in violent
computer games as the independent variable; and the level oI aggressiveness as the
dependent variable. Under the participation in violent computer games, speciIic sub-variables
such as the length oI participation to violent computer games, and the Irequency oI such
participation will also be assessed. According to a study oI Williams and Skoric, when
exposed repetitively over a period oI time to violent computer games, a person is believed to
develop aggressive behaviors and attitudes (2005). As Ior the dependent variable which is the
level oI aggressiveness, it is only limited into two Iorms the physical aggression which
reIers to the behavior maniIested through actions and deeds in an active Iorm; and verbal
aggression which signiIies the behavior made noticeable through the use oI deIiant,
oppressive and undesirable words.
Violent computer games are those that are reIerred to as games that depict intentional
attempts by individuals to inIlict harm on others. This includes extreme Iorms oI hostility
such as physical assault and murder. An 'individual can be a nonhuman cartoon character, a
real person, or anything in between. Aggression, on the other hand, is deIined as behavior
intended to harm another individual who is motivated to avoid that harm. It is not an aIIect,
emotion, or aggressive thought, plan or wish. This deIinition excludes unintentional acts that
lead to harm but includes behaviors intended to harm even iI the attempt Iails (Anderson and
Bushman, 2001).
11
The level oI aggressiveness oI adolescents who are subject to this study was assessed
by determining their participation to violent computer games and aIterwards, scoring their
level oI aggressive behavior through the aggression scale included in the instrument oI this
study. The level oI aggressiveness concerned in this study reIers limitedly to the behavior as
observed in the home by the parents or any attending person oI the respondent. The level oI
aggressiveness oI adolescents who are players oI violent computer games will be compared
to the level oI aggressiveness oI those who are not.
Hence, this study hypothesizes that those who are players oI violent computer games
show a higher level oI aggressiveness than those who are non-players oI violent computer
games.
12
Figure 1
CONCEPTUAL PARADIGM
1J
HYPOTHESES OF THE STUDY
This study was undertaken to test the Iollowing hypotheses:
a. Null Hypotheses
There is no signiIicant diIIerence on the level oI physical and verbal
aggressiveness between adolescents who are participating in violent computer
games and those who are not participating in violent computer games.
There is no signiIicant diIIerence on the level oI physical aggressiveness
between adolescents who are participating in violent computer games and
those who are not participating in violent computer games.
There is no signiIicant diIIerence on the level oI verbal aggressiveness
between adolescents who are participating in violent computer games and
those who are not participating in violent computer games.
-. Alternative Hypotheses
The level oI physical and verbal aggressiveness oI adolescents who are
participating in violent computer games is higher than the level oI physical
and verbal aggressiveness oI those who are not participating in violent
computer games.
The level oI physical aggressiveness oI adolescents who are participating in
violent computer games is higher than the level oI physical aggressiveness oI
those who are not participating in violent computer games.
The level oI verbal aggressiveness oI adolescents who are participating in
violent computer games is higher than the level oI verbal aggressiveness oI
those who are not participating in violent computer games.
14
REVIEW OF RELATED LITERATURE AND STUDIES
The Iollowing are the related literature and studies Ior this particular study:
On Media and Jideo Game Jiolence
Violent media are those that expose deliberate attempts by individuals to cause
damage on others. An 'individual can be a nonhuman cartoon character, a real person, or
anything in between (Anderson and Bushman, 2001).
Here Iollows a summary oI the developmental phases oI the concept media violence
according to Karen Olivier which she discussed in her article called The Effect of Jiolent
nternet Games on Children and Juveniles (2000):
As early as 1972, Dr. George Gerbner, an expert on media violence in the United
States deIined media violence as Iollows: 'the overt expression oI physical Iorce
against others or selI, or the compelling oI action against one`s will on pain oI
being hurt or killed. The expression oI injurious or lethal Iorce had to be credible
or real in the symbolic terms oI the drama. Humorous and even Iarcical violence
can be credible and real, even iI it has a presumable comic eIIect. But idle threats,
verbal abuse, or comic gestures with any real consequences were not to be
considered violent. On 1976, the Canadian Royal Commission on Violence in
the Communications Industry, established deIinitions Ior the nature oI violence
and the nature oI violence in the media. Accordingly, violence is any action
which intrudes painIully or harmIully into the physical, psychological or social
well-being oI persons or groups.In 1994, a proposal was raised by the Standing
Committee on Justice and Legal AIIairs. It is suggested to alter or add the
concept obscene` in a proposed deIinition oI media violence.
15
As one oI the newest and most prominent sources oI screen-based media violence,
special attention should be given to considering the possible impact oI violent computer
video games. It has been suggested that the active nature oI video games makes them unique
among the screen-based media. Video game players actually participate in, and to some
extent create the video game actions, rather than simply being a viewer or a content recipient.
In plating a violent video game, players must identiIy and then choose violent strategies.
Repeated violent choices result in a continuous cycle oI reward. Violence is presented as
justiIied, without negative consequences, and Iun (Funk, et al, 2003).
Research on exposure to television and movie violence suggests that playing violent
video games will increase aggressive behavior. Concerns about media have been rising on
the national agenda, particularly children`s exposure to violence in video and computer
games (Olson, et al, 2007).
According to research, there are three Iactors that are strong predictors whether young
people will be inIluenced by media violence (Olivier, 2000):
1. dentifying with one of the characters. It can be postulated that since
aggressors in the media are usually males and Iemales are usually victims,
boys will be more likely to respond with aggression and girls with Iear.
Studies indicate that aIter playing violent video games, boys tend to Ieel
satisIied but on the other hand, girls Ieel less comIortable and are less likely
to play again. There are more aggressive themes, male Iigures and male
voices on screen in video games than on television.
2. nterpreting what they see as realistic and relevant to their own lives. Media
violence is more likely to have a strong eIIect on children and on young
adolescents. The reason being that they lack real liIe experiences to judge
whether something they see on screen is realistic.
16
3. Personal fantasi:ing a-out the characters in a violent game. Daydream
reruns will increase the inIluence oI the violent scenes a child has watched.
The Bases of Aggression
Aggression is behavior intended to harm another individual who is motivated to avoid
that harm. It is not an aIIect, emotion, or aggressive thought, plan, or wish. This deIinition
excludes accidental acts that lead to harm, such as losing control oI an automobile and
unintentionally killing a pedestrian, but includes behaviors intended to harm even iI the
attempt Iails, such as when a bullet Iired Irom a gun misses its human object (Anderson and
Bushman, 2001).
Aggressive persons are conceptualized as angry, having the inclination to engage in
verbal and physical aggression and antagonistic in their cognitive patterns. It has been
speculated that aggressive individuals are more likely to make hostile attributions, thereby
increasing their anger and the possibility oI aggressive behavior (Markey and Markey, 2010).
Steven J. Kirsh identiIied the psychosocial and biological correlates oI aggressive
behavior. In his study entitled, The Effects of Jiolent Jideo Games on Adolescents. the
Overlooked nfluence of Development (2002), he Iurther explained these important issues in
the study oI violence and aggression:
Psychosocial Correlates
The increase in aggressive behavior and conIlicts in early adolescence appears to
be related to the variety oI new social and emotional challenges that arise during
early adolescence.Although most adolescents cope well with these challenges,
early adolescence is also a time oI increased negative emotions and depression.
17
A
One possibility Ior the increased aggressive behavior and conIlict during
adolescence is that the increase in negative aIIect and depression increases the
likelihood oI responding to a variety oI provocation situations with aggression.
Individuals who are depressed or are high in trait anger interpret ambiguous
provocation situations as stemming Irom hostile intent. Individuals with a
negative mood are more likely to remember negatively-valenced inIormation
better than other emotionally valenced inIormation. Furthermore, recent research
suggests that early adolescents have more diIIiculty recognizing Iacial
expressions oI emotions than do late adolescents.
Biological Correlates
Biological change during early adolescence, both hormonal and cortical, may
inIluence the aIorementioned increase in aggressive behavior. During early
adolescence, there is an increase in adrenal hormones (adrenarche) and gonadal
hormones (gonadarche). Adrenarche is a contributing Iactor to adjustment and
behavior problems. Furthermore, Gonadarche is positively correlated with
aggressive behavior. Additional research has indicated that structural changes
occur in the brain during adolescence. Between 7 and 16 years oI age,
adolescents lose one-halI oI their prepubertal neocortical synapses at a rate oI
30,000 synapses per hour.In early adolescence, prior to pruning, excessive
synapse connection may limit the preIrontal cortex`s ability to eIIiciently process
and evaluate situations, in turn reducing early adolescent`s ability to make sound
judgments. Thus it is possible that higher levels oI aggressive behavior during
adolescence are in part due to biologically driven limitations in rational thought
and evaluation oI consequences. OI note, testosterone has been associated with
an increase in the size oI at least one limbic structure (amygdale), which is the
part oI the limbic system primarily responsible Ior Iear and anger. This increase
appears to be grater Ior boys than girls. It is possible that one reason adolescent
boys are more overtly aggressive than adolescent girls is due to structural
diIIerences in the limbic system.
18
Key study that showed the connection between media violence and aggression was
the one by Dr. Leonard Eron. Together with Dr. Rowell Huesmann, they conducted a study
investigating oI TV`s violence and aggressive behavior. To their surprise, they discovered
that oI all the predictor Iactors oI aggressive school behavior, the amount oI aggressive
television viewed was the best. AIter interviewing 470 oI the original subjects in 1970, they
discovered that the subject`s 1960 television viewing habits were still the best indicator oI
violent behavior (Grey, 1984). It was then concluded that those who watched more television
at age eight were more likely, at age 30, to have committed more serious crimes, to be more
aggressive when drinking and to punish their children more harshly than others (Olivier,
2000). It is important to consider the literature on TV and movie violence on the question
that concerns video games Ior the Iollowing reasons: First, many oI the Iundamental
psychological processes identiIied in the TV-movie literature also apply to video games;
second, the literature on TV-movie violence is large, whereas the literature on video-game
violence is small; and lastly, the literature on TV-movie violence has had suIIicient time to
answer early criticisms oI the research with additional research (Anderson and Bushman,
2001).
The smaller video game literature has Iound that playing video games causes
increases in aggressive behavior, aggressive aIIect, aggressive cognitions, physiological
arousal, and decreases in pro-social behavior (Carnagey, 2007).
According to the General Aggression Model (GAM) developed by Anderson and
Bushman, learning, rehearsal, and activation oI aggression-related cognitive structures causes
aggressive behavior via changes in aggressive personality (2001). II these approaches are
related, we should expect an increase in both physical aggression and aggressive cognitions
19
over time when players are exposed to a violent game (Williams and Skoric, 2005). Williams
and Skoric Iurther discuss the General Aggression Model as Iollows:
First, exposure to a violent video game can result in short-term increases in
aggressive behavior as it aIIects the individual`s present internal state, that is,
cognitions, aIIect, and arousal. Every exposure to the game can be viewed as an
episode, a cycle oI the player`s ongoing social interaction, which represents a
central Iocus oI the GAM theoretical model. According to the model, playing
violent computer games could cause short-term aggression via priming oI
aggressive cognitions and creation oI aggressive aIIect, as well as via increases in
arousal. Repeated exposure to such episodes over times leads to the development,
automatization, and reinIorcement oI aggressive cognitions, which may produce
long-term eIIects, including more aggressive perception, belieIs, attitudes, and
behavioral scripts.
Aside Irom the General Aggression Model by Anderson and Bushman, theories have
emerged to help explain the possible center oI the emergence oI aggression among
individuals. These theories have been helpIul in channeling reasons and explanations
together and in integrating the development oI new emerging theories that elucidates more
clearly this phenomenon on aggression. Craig A. Anderson and Brad J. Bushman have cited
these theories in the article they have co-written which they entitled, Human Aggression
(2002). The Iull discussion oI these theories is as Iollows:
Cognitive Neoassociation Theory
It proposes that negative inIluences produced by disagreeable occurrences
routinely encourages various thoughts, expressive motor reactions,
memories and physiological reactions linked with both Iight and Ilight
trends. Aversive events such as Irustrations, provocations, loud noises,
20
uncomIortable temperatures, and unpleasant odors produce negative eIIects.
Aggressive thoughts, emotions, and behavioral tendencies are linked
together in memory. Concepts with similar meanings and concepts that
Irequently are activated simultaneously develop strong associations.
Social Learning Theory
People acquire aggressive responses the same way they acquire other
complex Iorms oI social behavior either by direct experience or by
observing others. Social learning theory explains the acquisition oI
aggressive behaviors via observational learning processes, and provides a
useIul set oI concepts Ior understanding and the describing the belieIs and
expectations that guide social behavior. Social learning theory is
particularly useIul in understanding the acquisition oI aggressive behaviors
and in explaining instrumental aggression.
Script Theory
Script theory proposes that when children observe violence in the mass
media, they learn aggressive scripts. Scripts deIine situations and guide
behavior: The person Iirst selects a script to represent the situation and then
assumes a role in the script. Once a script has been learned, it may be
retrieved at some later time and used as a guide Ior behavior. Thus, a child
who has witnessed several thousand instances oI using a gun to settle a
dispute on television is likely to have a very accessible script that has
generalized across many situations.
28
Chapter II
RESEARCH METHODOLOGY
Research Design
This is a descriptive study employing a comparative method oI research. It aims to
capture the diIIerence on the level oI aggressiveness oI high school students who are
participating and not participating to violent computer games.
Jaria-les of the Study
These are the variables oI the study:
1. Socio-Economic nformation
The socio-economic proIile oI the respondents will cover the respondent`s
age, parents` educational attainment and tribe as variables oI this study.
. Participation to Jiolent Computer Games
The variable on participation to violent computer games serves as the
independent variable oI this study. This variable is measured in two levels oI
participation the highly participating and not participating. The participation
is determined through the extent oI involvement the adolescent has in
computer games. Highly participating are those who are playing violent
computer games not less than two (2) hours per game and expends time on
playing in a minimum oI two (2) hours weekly. While the non-participating
are those who may be playing computer games but not the violent computer
29
games identiIied in this study or those who are not playing computer games at
all. This variable is determined through the two groups involved in this study
the players oI violent computer games and the non-players oI violent
computer games.
3. Level of Aggressive Behavior
The level oI aggressive behavior serves as the dependent variable oI this
study. This variable includes two maniIestations oI aggressiveness the
physical aggressiveness and the verbal aggressiveness. This variable is
measured through the rating oI the parents or any attending person oI the
aggressive behavior they have observed Irom the respondent at home.
Sampling Procedure
Sixty (60) samples were drawn Irom a non-random sampling procedure. Using the
purposive sampling technique, the researcher individually identiIied high school students
who may belong to the 'players group and the 'non-players group. Both groups were
comprised oI thirty (30) respondents separately. The players are those who admitted to have
been playing violent computer games Ior not lesser than two (2) hours per game and plays
the game Ior at least twice a week. The non-players are those who may be playing computer
games but not the violent games which are identiIied in this study or those who are not
playing computer games at all.
The researcher did not have a speciIic population Ior the study but included any
secondary institution that could be situated in the two localities namely General Santos City
J0
and Tupi, South Cotabato. This makes the researcher stick to the minimum requirement oI
the sample size which is thirty (30) respondents in each group.
Since the variable on the level oI aggressive behavior was operationalized as the
behavior observed in the home, the parents oI the respondents were included among the
respondents oI this study as well because they were believed to have an ability to provide the
necessary inIormation regarding the mentioned variable.
Research Locale
This study was conducted in two diIIerent locations. The Iirst being, General Santos
City and the second location was at Tupi, South Cotabato. The respondents who comprised
the 'players group were taken Irom the selected secondary schools in General Santos City.
Whereas the respondents included in the 'non-players group were taken Irom Tupi, South
Cotabato.
The researcher sought Irom two diIIerent locations in a desire to make clearer
distinctions between the two categories oI respondents. It is presumed that General Santos
City which is a highly urbanized locality caters more technological advancements such as
that oI computer gaming than Tupi, South Cotabato which is a less urbanized one.
There were thirty (30) respondents Irom General Santos City and thirty (30) Irom
Tupi, South Cotabato. This study constituted 60 respondents all in all.
J1
nstrumentation
In order to yield the necessary data, two instruments were used a questionnaire and
interview schedule. To obtain the needed inIormation Irom the students who were chosen as
respondents Ior the study, a questionnaire was employed.
The questionnaire was composed oI two parts. The Iirst part contained questions that
investigated the socioeconomic inIormation oI the respondents including their age, tribe, and
their parent`s educational attainment. The second part enclosed questions that examined their
computer gaming activities the speciIic computer games they are playing, the history,
Irequency and the length oI time they spend in playing the game and other questions related
to the subject.
To obtain the inIormation regarding the respondent`s level oI aggressive behavior, an
interview schedule was used. This instrument is designed speciIically Ior the parents or any
attending person that could provide an accurate response to the questions that are
enumerated. In this instrument, an aggression scale is provided. This scale was adopted Irom
The Aggression Scale. A Self-Report Measure of Aggressive Behavior for Young Adolescents
by Pamela Orpinas and Ralph Frankowski (2001). The researcher made some revisions on the
said scale. From a Iirst-person (I, me) approach used in the sentences, it was changed into a
third-person (he) approach.
The researcher has also provided a tagalog version oI the questionnaire and interview
schedule to make it more comprehensible Ior the respondents and their parents. It was
translated by a Iourth year AB Filipino student and was validated by a secondary Filipino
J2
teacher. Accordingly, the researcher also presented the instruments to the Iaculty oI the
department oI Sociology Ior scrutiny and validation.
A violent content rating Iorm Ior computer games was also used as an instrument to
assess the content oI violence Iound in the games which were included in this study. In the
rating Iorm, it was determined what are the weapons which are used against the adversary in
the game; the extent oI the weapon`s use which is determined Irom 'limited`, 'moderate to
'excessive; the means used to win against the adversary such as kicking, smashing, hitting
or by the use oI weapons; the main task that is acted against the adversary; and the
corresponding consequences or rewards upon winning against the adversary.
The raters oI violent content oI computer games were composed oI ten (10) male
college students who are themselves participating in playing violent computer games. The
raters were selected based on the personal knowledge oI the researcher about their
participation to violent computer games. However, it is important to note here that not all the
raters rated all the games which are included in this study; only those games oI which they
are participating to. Based on the ratings oI the raters on the violent content oI computer
games, twenty one (21) games came out to be violent out oI the twenty eight (28) computer
games which were rated.
Method of Data Gathering
In the course oI data gathering, the researcher used the two basic instruments applied
in this study the questionnaire and the interview schedule.
In order to distinguish who should qualiIy to be the respondents oI this study, the
researcher individually approached those who were deemed to Iit into the qualiIications oI
JJ
either the players or non-players. Using the purposive sampling technique, the researcher
sought in the school settings, went room-to-room to search Ior the possible respondents. II
the researcher reckoned the person to become a part oI the study and iI the person agrees to
the conditions given, the researcher then employed a questionnaire Ior the respondent to
answer. This procedure was repeatedly done until the sample size was Iinally completed.
Importantly, the researcher, beIore conducting this research procedure in institutions,
asked the consent oI the administrator oI each school by providing a letter oI approval
addressed to the principal or the school administrator.
AIter the respondents were all determined, the second phase oI the procedure took
place. This is where the data regarding the level oI aggressive behavior oI the identiIied
respondents is obtained.
The researcher traced the location oI the residences oI the respondents provided on
the questionnaire. AIter the location has been identiIied, the researcher conducted an
interview on either the parents or any attending person who could substantially provide the
necessary inIormation regarding the respondent`s level oI aggressive behavior. The parents
and/or attending persons oI the respondents were chosen to provide the inIormation regarding
the aggressive behavior oI the later because the aggressive behavior which is dealt with in
this study pertains only to the behavior which is observed in the home. Apparently, the best
persons who could provide that inIormation are those persons who observe the child`s home
behavior. The parents or any guardian oI the child best Iits this qualiIication so they were
chosen as respondents as well.
J4
On both 'players and 'non-players group, the researcher made sure that beIore
starting the interview, the instructions were explained thoroughly to the interviewees.
Method of Data Analysis
The data which has been collected Ior this particular study was presented in a well
turned-out manner. To present the socio-economic inIormation oI the respondents, the
researcher used Irequency distributions Ior the speciIic variables such as the respondent`s
age, their parent`s tribe, their parent`s educational attainment, and their parent`s employment.
Also, The variables pertaining to computer related inIormation such as the availability
oI home computers, the internet caIe usage oI the respondents, the players` history, length
and Irequency oI playing computer games, and the speciIic violent games they play were also
presented through Irequency tables.
Regarding the two groups that are used in this study, namely the 'players and 'non-
players group, the mean scores were taken to determine the average level oI aggressive
behavior as rated through the aggression scale.
The aggression scale is a 5-point scale which was included in the interview schedule
to determine the respondents` level oI aggressive behavior. The score oI 5 represents a higher
level oI aggressiveness while the score oI 1 corresponds to a lower level oI aggressiveness. In
the scale, there were two distinctions oI aggressive behavior namely the physical
aggressiveness and the verbal aggressiveness. Questions number 2, 3, 4, 7, 8, 9, 10, 11, 15,
16, 17 19, 20 are questions measuring the physical level oI aggressiveness while the rest oI
the questions that are leIt are there to measure the verbal level oI aggressiveness.
J5
Below is the complete interpretation oI the aggression scale used in the interview
schedule together with their corresponding meanings which was utilized on the said scale:
THE AGGRESSION SCALE
(5) ALWAYS: This implies that almost all the time, the behavior is observed
Irom the child
(4) OFTEN: This implies that most oI the time, the behavior is observed
Irom the child.
(3) SOMETIMES: This implies that there are times that the behavior is observed
Irom the child.
(2) RARELY: This implies that seldom is the behavior observed Irom your child.
(1) NEVER: This implies that the behavior is never observed Irom the child.
The value oI the computed mean oI each group was interpreted based on the
Iollowing description oI each mean scores:
Description oI Means Ior
Frequency oI Occurrence
Interpretation oI Mean
Scores
4.51 5.0
3.51 4.5
2.51 3.5
1.51 2.5
1.0 1.5
Highly aggressive
Moderately aggressive
Fairly aggressive
Aggressive
Less aggressive
J6
In order to get the value oI the scores on the aggression scale Ior the purpose oI
interpretation according to the values given above, the mean and the standard deviation oI
each group were acquired. In the solution, the mean oI the two distinctions oI aggressiveness
which are measured through the scale was separately solved using the Iollowing Iormula Ior
sample mean:
Where:
mean
number oI observations
sum oI all the observations
Also, upon getting the mean scores oI each group, their corresponding standard
deviations were also obtained. The Iormula that is used in getting the value oI the standard
deviation is presented below:
J7
Where:
the standard deviation oI a sample
summation oI the values
each value in the data set
mean oI all the values in the data set
number oI the values in the data set
AIter the mean oI each group was obtained, it was then matched to the corresponding
values or interpretation oI means which are already mentioned above to distinguish the level
oI aggressiveness Iound in each group oI respondents.
In order to obtain the diIIerence oI the means oI each group, T-test Ior unequal
variances was used. BeIore coming up to use this Iormula Ior this particular study, the F-test
was Iirst undertaken. This test is Ior the determination which t-test Iormula either Ior equal or
unequal variance is appropriate to use in this study. The Iormula Ior the F-test is as Iollows:
Where:
J
41
Table 1. RESPONDENTS` AVERAGE AGE
/GE
DlSIFl8UIlCN
FFECUENCY
(p|cye|:}
FFECUENCY
(ncn-p|cye|:} ICI/L FEFCENI/GE
12 1 0 1 1.7
13 11 1 12 207
14 7 5 12 207
15 5 13 18 307
1 4 13 21.77
17 2 1 3 57
18 0 1 1 1.7
Mecn: 14.2 15.2 0 100%
51
Table 14. OTHER COMPUTER ACTIVITIES
CCMFUIEF /CIlVlIlES
FFECUENCY
(p|cye|:}
FFECUENCY
(ncn-p|cye|:}
ChcIIing 12 1
Fe:ecrch 14 5
E-Mci| 8 1
FcceLcck 2 18
Vicec SIrecming 2 0
*mulLlple answers glven
Amount of Money Spent for Computer Usage
The Iigures in Table 15 show the amount oI money spent oI both the players and non-
players oI violent computer games every time they rent Ior a computer usage in the internet
caIe. In this part, the diIIerence between the spending oI the players and non-players is
revealed. According to the data shown below, the average amount spent by the non-players is
signiIicantly lower than the amount oI money spent by the players. The non-players average
spending is only 20.67 per computer usage while the average spending oI the players is
69.80 per computer usage.
The players apparently spent a greater amount oI money than the non-players because
it takes a longer time to get through the games. The non-players spend lesser amount in
renting Ior computer usage because most oI the activities they do revolves around research,
social networking and the likes.
52
Table 15. AMOUNT OF MONEY SPENT FOR COMPUTER USAGE
MCNEY SFENI
FFECUENCY
{p|cyer:)
FFECUENCY
{ncn-p|cyer:) ICI/L FEFCENI/GE
8.00 0 2 2 3.337
10.00 0 2 2 3.337
12.00 1 0 1 1.77
15.00 1 14 15 257
20.00 3 1 4 .77
25.00 3 0 3 57
30.00 5 8 13 21.77
32.00 1 0 1 1.77
45.00 2 0 2 3.337
50.00 8 3 11 18.337
0.00 1 0 1 1.77
150.00 2 0 2 3.337
250.00 1 0 1 1.77
300.00 1 0 1 1.77
350.00 1 0 1 1.77
Mecn: .8 20.7 0 1007
Most oI the respondents use their own savings in paying Ior their expenses in renting
Ior a computer usage. For the players, using their own money Ior their computer gaming
expenses makes their parents uninIormed oI their unhealthy habits. This would save them
Irom parental controlling oI their computer gaming addictions. For the non-players, on the
other hand, the expenses they have in computer usage is small enough so that they can
sustain themselves without asking sustenance Irom their parents.
Levels of Aggressive Behavior
This portion reveals about the levels oI aggressiveness oI both the players and non-
players oI violent computer games. There are two distinctions which have been measured
here the level oI physical aggressiveness and the level oI verbal aggressiveness.
Level of Physical Aggressiveness
The data which is presented in Table 17 signiIy about the level oI physical
aggressiveness oI both the players and the non-players group. From the numerals below, it is
revealed that the players oI violent computer games have a higher level oI physical
aggressiveness which is 1.96 than the non-players oI violent computer games who scored
1.46. ReIerring to the interpretation oI the means on page 35, the players group turned out to
54
be aggressive and the non-players group Iell to the range which corresponds that they are not
aggressive. The complete values oI mean and standard deviation Ior the level oI physical
aggressiveness are shown in Appendix G at the back portion oI this paper.
Table 17. LEVEL OF PHYSICAL AGGRESSION
GFCUFS CF /DCLESCENIS ME/N
SI/ND/FD
DEVl/IlCN
F|cyer: cf Vic|enI CcmpuIer Gcme: 1.
1.00
Ncn-F|cyer: cf Vic|enI CcmpuIer Gcme: 1.4
0.53
T-Test Findings on the Level of Physical Aggressiveness
The result oI the two sample t-test has deciphered that there is a signiIicant diIIerence
between the players and non-players group when it comes to the level oI physical
aggressiveness oI which they are characterized. As presented Irom the table beneath, the
computed t-value resulted to 2.4201 while the tabular value came out as 1.699. Accordingly,
the computed value oI 2.4201 has turned out to be greater than the critical value Irom the
table which is 1.699. Hence, the null hypothesis is rejected. Thus, the Iindings suggest that
the mean oI the level oI physical aggressiveness oI the players oI violent computer games
which is 1.96 is signiIicantly higher than the mean oI the physical aggressiveness oI the non-
players which only scored 1.46.
56
S|GN|F|CAN
SD 1.00 0.53 0.05
T-Test Findings on the Level of Jer-al Aggressiveness
The t-test Iindings have resulted to a conclusion that there is no signiIicant diIIerence
on the level oI verbal aggressiveness between the players and non-players oI violent
computer games. As it is revealed Irom Table 21 below, the computed t-value was 1.2524.
To compare that computed t-value with the tabular value which is 1.699, it is concluded that
the computed value has turned out to be lesser than the tabular value. Apparently, this means
that the null hypothesis is not rejected. Hence, there is no signiIicant diIIerence on the level
oI verbal aggressiveness between the players and non-players oI violent computer games.
Table 21. DIFFERENCE ON THE LEVEL OF VERBAL AGGRESSIVENESS
FL/YEFS
NCN-
FL/YEFS
LEVEL CF
SlGNlFlC/NCE
CCMFUIED
I-V/LUE
I/8UL/F
I-V/LUE
lNIEFFFEI/IlCN
Mecn 2.0 1.77 0.05
1.2524
1.
NC
S|GN|F|CAN
SD 1.08 0.8 0.05
Discussion of Findings
As it is revealed on the Iindings oI this study, it was Iound out that the level oI
physical aggressiveness oI players oI violent computer games is signiIicantly higher than the
level oI physical aggressiveness oI non-players. Accordingly, the same results were yielded
when the two maniIestations oI aggressiveness the physical and verbal was combined.
The players still showed a signiIicantly higher level oI physical and verbal aggressiveness
combined than the non-players. However, there is a disparity on the results when it comes to
57
the level oI verbal aggressiveness oI the respondents Irom the two groups involved in this
study. The Iindings have suggested that there is no signiIicant diIIerence on the level oI
verbal aggressiveness between the players and non-players oI violent computer games.
Apparently, these results do not coincide with the earlier Iindings aIorementioned in the
literature review section oI this paper. In this regard, there must be noteworthy possibilities
that will introduce explanations Ior this circumstance.
Firstly, the researcher deems the shortcomings oI having a small sample size. 30
respondents would not really produce dependable results, not like the Ieatured researches in
the literature review which integrated a larger sample size that makes it more reliable and
valid.
Secondly, there must be a signiIicant diIIerence on the results iI the variable on
parental consent or intervention was included in this study. As it is still a noticeable in our
immediate society nowadays that parental discipline and control still holds much credit on
the molding oI an adolescent`s character and behavior. This might have been one oI the
unnoticed sides oI this study that`s why the expected outcome was not realized much.
Thirdly, the parents as raters oI level oI aggressive behavior may have caused small
disparity on the results. As the researcher have observed, the behavior oI some oI the
respondents on the internet caIe does not strongly match that oI the parent`s rating. Also,
there may be a little lack on the parents` ability to observe the behavior or their children
cause oI their hasty schedules outside their homes. Moreover, the verbal aggressiveness may
have been less likely revealed by the respondents at home settings. The verbal aspect oI the
aggressiveness oI the players is presumed to be activated only and mostly at the immediate
environment while playing, such as the internet caIe.
58
Fourthly, the researcher has Iailed to make clear distinctions regarding the
respondents` level oI participation to violent computer games. It would have produced
diIIerent results iI the players and non-players were distinctively deIined. The players must
contain only those who are extremely participating in violent computer games and the non-
players as those who are not participating at all the distinctions which lie in between these
two should not have been included as respondents oI the study.
FiIthly, the criteria used in rating the violent content oI computer games may have not
been that reliable and eIIicient. Thus, it should be developed into a more comprehensive
Iorm. Also, the ability oI the raters regarding the violent content oI the computer games
involve in this study may not be that trustworthy.
And lastly, it was also included in the literature review that the relationship oI violent
media and aggressive behavior may not necessarily be causal but correlational. It may be true
that violence in the media does not really cause an increase in aggressive behavior but
instead acts as catalysts Ior aggressive behavior. This aggressive behavior is now assumed
here to have been triggered by situational and immediate Iactors and not by the violence in
the media. The person who is exposed to violent media is expected to use the tactics he has
observed in the media and uses it to express his aggression caused by his immediate
environmental stresses. Hence, with or without the exposure to violent media, the person still
has the same tendency to aggress. This explanation may Iit to the Iindings this study have
produced.
59
Chapter IV
SUMMARY, CONCLUSIONS, AND RECOMMENDATIONS
67
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