Share via Email This article is over 3 years old The possibility of a link between real-life and screened violence has been a source of huge controversy since the s.
Abstract Background Today, due to developing communicative technologies, computer games and other audio-visual media as social phenomena, are very attractive and have a great effect on children and adolescents.
The increasing popularity of these games among children and adolescents results in the public uncertainties about plausible harmful effects of these games. This study aimed to investigate the correlation between computer games and behavioral problems on male guidance school students.
Methods This was a descriptive-correlative study on randomly chosen male guidance school students. However, there was no statistically significant correlation between the amount of computer game usage and physical complaints, thinking problems, and attention problems.
Conclusion Computer games lead to anxiety, depression, withdrawal, rule-breaking behavior, aggression, and social problems in adolescents. Computer games, Social behavior, Adolescents Introduction Behavioral problems are prevalent and debilitating disorders for teachers, families, and the very children and adolescents causing many issues, which are associated with high rates of social problems.
Moreover, Achenbach divided other problems into a separate class. Most children and adolescents sometimes show emotional and behavioral problems, but in many cases, these behaviors are temporary, and do not last and match disorder criteria.
However, due to lack of unit definitions, the estimated prevalence rate of behavioral problems is associated with some difficulties. The highest and lowest frequency is dedicated to depression and thinking problems, respectively.
The proportion of males to females is five to one or more. In general, the tendency of boys toward aggressive and disruptive behaviors is more than the girls.
Nowadays, computer games have an important role as a hobby among children and adolescents. Researchers have found that such games can play a false emotional role and negatively affect the mental health of the players.
In the early s, there was an increase in studies concerning this issue due to the increasing growth of games with violent music and graphical motions.
Children and adolescents fill their time with playing these games, and are affected by and learn from them. These impacts might be either positive or negative depending upon the objectives of the designers, genre of game, and the allocated time. However, most studies have concentrated on negative impacts due to the concerns about the side effects of the computer games.
Moreover, they mentioned strengthening of the mind, entertainment, fighting spirit, strengthening the English language, and their educational dimensions as the positive effects of computer games. Moreover, since behavioral problems can affect all the socio-individual aspects of the life of adolescents and youths, and considering the importance of planning for the promotion of youth mental health it is necessary that we have an understanding of the rate and diversity of issues and factors affecting them.
Methods This was a descriptive- correlative study in which the study population included all the male guidance school students in Kerman, Iran, in The youth behavioral problem form is a self-report scale for adolescents with the minimum education equal to the fifth elementary grade ages to answer during 15 minutes.
This scale encompasses competencies and syndromes. The competencies section is comprised of four parts i.
The reliability of the entire test using split-half reliability obtained 0.
Results The results showed that students Of the study subjects, 7 students 1. In addition, 37 of them 9. The number of hours students played computer games per day is illustrated in table 1. Table 1 Hours spent on computer games per day Hours per day.Long-term research into homicide rates and depictions of violence in video games and movies shows no significant relationship Although there was evidence of a moderate correlation between a.
Feb 19, · Way before video games, we played “Cowboys and Indians (no offense intended – besides I always played the Indian)” and other such ‘violent’ games. Cultivation theory examines the long-term effects of television. "The primary proposition of cultivation theory states that the more time people spend 'living' in the television world, the more likely they are to believe social reality aligns with reality portrayed on television.". Nov 19, · President Trump is set to pit the video game industry against some of its harshest critics at a White House meeting on Thursday that's designed to explore the link between violent games.
Feb 12, · New research suggests violent games can stir hostile urges and aggressive behavior in the short term, but it is not clear whether the habit increases the likelihood of committing a violent crime.
Dr Zendle said: "There are several experiments looking at graphic realism in video games, but they have returned mixed results.
There are, however, other ways that violent games can be realistic, besides looking like the 'real world', such as the way characters behave for example.
In the past few decades, interactive electronic media has grown from virtual non-existence to one of the primary means of entertainment for college students. In more recent years, the Internet has completely changed the landscape of electronic media from something individual and static into something with the potential to be interactive and social.
Evaluating the Research on Violent Video Games Jonathan L.
Freedman Department of Psychology University of Toronto As human beings, we have difficulty accepting random or senseless occurrences. correlation between playing violent games and aggressiveness does not prove that one causes the other.
It provides no evidence for causality. While. This is Your Child's Brain on Video Games Video games leave kids revved up, stressed out, and primed for a meltdown.
Posted Sep 25,