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Violent Video Games and Their Relation to Aggressive Behaviour in Late Childhood in Pakistan

Mujeeba Ashraf
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Mujeeba Ashraf: Institute of Applied Psychology, University of the Punjab, Lahore, Pakistan

International Journal of Cyber Behavior, Psychology and Learning (IJCBPL), 2020, vol. 10, issue 3, 47-59

Abstract: Most of the European and American literature suggests that playing violent video games can increase aggression in real-life situations in children, but the extent to which this is true in Pakistan is largely unknown. This is a correlational study that explored whether the amount of time spent playing violent themed video games was associated with aggressive behaviour and whether playing different kinds of violent themed video games could predict aggressive behaviour in late childhood. The sample of 100 children (mean age 13.37) was taken, and children were asked to fill in a diary when they played videogames for a week. The results revealed the time spent playing violent video games (role play, action and fighting, and first-person shooter) was positively correlated with aggression; however, only role play and first-person shooter video games were positive predictors of aggressive behaviour. Current research suggests that if children spend more than 30 minutes a day playing violent video games, their chances of learning aggressive behaviour may increase.

Date: 2020
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International Journal of Cyber Behavior, Psychology and Learning (IJCBPL) is currently edited by Nadia Mansour Bouzaida

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