The relationship between playing computer games and aggression in guidance school students of Kermanshah (2012)

Nader Rajabi Gilan, Sohyla Reshadat, Seyed Ramin Ghasemi


Background: Nowadays computer games are one of the main entertainments for children and adolescents. There are different results about positive and negative impacts of these games. The aim of this study was the survey of relationship between playing computer games and aggression in guidance school students of Kermanshah city in 2012.

Methods: In this cross sectional study, 573 student selected by Multi-stage cluster sampling and these persons completed demographic and Buss & Perry Questionnaires. Data were analyzed by SPSS software and Pearson correlation, T test and ANOVA were used.

Results: 48.5% of respondents were girl and 71% played computer games. The relationship between overall aggression with gender (p=0.023), type of game (p=0.021) and time of game playing (p=0.000) was significant. There were a significant relation between time of game playing with overall aggression (r=0.151), physical aggression (r= 0.202), verbal aggression (r=0.131) and hostility (r=110) (p<0.005).

Conclusion: According to the significant relationship between playing computer games and aggression in this study, and considering the high importance of life conditions of teens, and the probability of modeling of violent characters in games, doing more researches in this area in Iran is recommended.


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