ARTICLE

IMPACT OF VIDEO GAMES ON THE BEHAVIOR OF HIGH SCHOOL STUDENTS

01 Pages : 1-14

http://dx.doi.org/10.31703/gesr.2023(VIII-II).01      10.31703/gesr.2023(VIII-II).01      Published : Jun 2023

Impact of Video Games on the Behavior of High School Students

    Video games are frequently viewed to be exciting instructional methods and instruments. Although some of these video games may be helpful in particular educational settings, the vast majority of students use them for entertainment purposes and have thus grown attached. This investigation sought to determine how violent video games shape the conduct of Faisalabad's pupils in school. In this investigation, the investigator used quantitative techniques and a deductive method to determine and assess the effect of video games on the conduct of high school students.

    Video Games, Students, Schools, Aggression, Behaviour, Social Learning Theory, Script Theory, Academic Behaviour, Psychological Behaviour, PUBG, GTA, Taken 3, Violence
    (1) Ashraf Iqbal
    Assistant Professor, Department of Mass Communication, Government College University, Faisalabad, Punjab, Pakistan.
    (2) Nimra Maqbool
    MPhil Scholar, Department of Mass Communication, Government College University, Faisalabad, Punjab, Pakistan.
    (3) Tanveer Hussain
    Assistant Professor, Department of Communication and Media Research, School of communication studies, University of the Punjab, Lahore, Punjab, Pakistan.
  • Adachi, P. J. C., & Willoughby, T. (2017). The Link Between Playing Video Games and Positive Youth Outcomes. Child Development Perspectives, 11(3), 202– 206. https://doi.org/10.1111/cdep.12232
  • Anderson, C. A. (2003, October). Violent Video Games: Myths, Facts, and Unanswered Questions. Https://Www.apa.org. https://www.apa.org/science/about/psa/2003/10/anderson.
  • Anderson, C. A. (2004). An update on the effects of playing violent video games. Journal of Adolescence, 27(1), 113–122. https://doi.org/10.1016/j.adolescence.2003.10.009
  • Anderson, C. A., & Bushman, B. J. (2001). Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature. Psychological Science, 12(5), 353–359. https://doi.org/10.1111/1467-9280.00366
  • Anderson, C. A., & Bushman, B. J. (2002). Human Aggression. Annual Review of Psychology, 53(1), 27–51. https://doi.org/10.1146/annurev.psych.53.100901.135231.
  • Anderson, C. A., Gentile, D. A., & Buckley, K. E. (2007). Violent video game effects on children and adolescents: Theory, research, and public policy. New York: Oxford University Press
  • Anderson, K. B., Anderson, C. A., Dill, K. E., & Deuser, W. E. (1998). The interactive relations between trait hostility, pain, and aggressive thoughts. Aggressive Behavior, 24(3), 161–171. https://doi.org/10.1002/(sici)1098-2337(1998)24:3%3C161::aid-ab1%3E3.0.co;2-o
  • Bandura, A. (1978). Social Learning Theory of Aggression. Journal of Communication, 28(3), 12–29. https://doi.org/10.1111/j.1460-2466.1978.tb01621.x
  • Bandura, A. (1983). Psychological mechanisms of aggression. SeeGeen & Donnerstein pp. 11–40
  • Bandura, A. (2001). Social Cognitive Theory: An Agentic Perspective. Annual Review of Psychology, 52(1), 1–26. https://doi.org/10.1146/annurev.psych. 52.1.1
  • Barlett, C., Rodeheffer, C. D., Baldassaro, R., Hinkin, M. P., & Harris, R. J. (2008). The Effect of Advances in Video Game Technology and Content on Aggressive Cognitions, Hostility, and Heart Rate. Media Psychology, 11(4), 540–565. https://doi.org/10.1080/152132608024 92018
  • Barlett, C., Rodeheffer, C. D., Baldassaro, R., Hinkin, M. P., & Harris, R. J. (2008). The Effect of Advances in Video Game Technology and Content on Aggressive Cognitions, Hostility, and Heart Rate. Media Psychology, 11(4), 540–565. https://doi.org/10.1080/15213260802492018
  • Bartholow, B. D., Sestir, M. A., & Davis, E. B. (2005). Correlates and Consequences of Exposure to Video Game Violence: Hostile Personality, Empathy, and Aggressive Behavior. Personality and Social Psychology Bulletin, 31(11), 1573–1586. https://doi.org/10.1177/0146167205277205
  • Berkowitz, L. (2001). Affect, aggression and antisocial behavior. In Handbook of Affective Sciences, ed. RJ Davidson, K Scherer, HH Goldsmith. New York/Oxford UK: Oxford Univ. Press. In press
  • Bushman, B. J., & Anderson, C. A. (2001). Is it time to pull the plug on hostile versus instrumental aggression dichotomy? Psychological Review, 108(1), 273–279. https://doi.org/10.1037//0033-295x.108.1.273
  • Bushman, B. J., Jamieson, P. E., Weitz, I., & Romer, D. (2013). Gun Violence Trends in Movies. PEDIATRICS, 132(6), 1014– 1018. https://doi.org/10.1542/peds.2013-1600
  • Bushman, B. J., Rothstein, H. R., & Anderson, C. A. (2010). Much ado about something: Violent video game effects and a school of red herring: Reply to Ferguson and Kilburn (2010). Psychological Bulletin, 136(2), 182–187. https://doi.org/10.1037/a0018718
  • Buss, A. H., & Perry, M. (1992). The aggression questionnaire. Journal of personality and social psychology, 63(3), 452–459. https://doi.org/10.1037//0022-3514.63.3.452
  • Carnagey, N. L., & Anderson, C. A. (2004). Violent video game exposure and aggression: A literature review. Minerva Psichiatrica, 45(1), 1–18. https://psycnet.apa.org/record/2004-14694-001
  • Carnagey, N. L., & Anderson, C. A. (2005). The Effects of Reward and Punishment in Violent Video Games on Aggressive Affect, Cognition, and Behavior. Psychological Science, 16(11), 882–889. https://doi.org/10.1111/j.1467-9280.2005.01632.x.
  • Creswell, J. W. (2015). Educational research: Planning, conducting, and evaluating quantitative and qualitative research. Los Angeles: Sage Publications.
  • Dietz, T. L. (1998). An Examination of Violence and Gender Role Portrayals in Video Games: Implications for Gender Socialization and Aggressive Behavior. Sex Roles, 38(5/6), 425–442. https://doi.org/10.1023/a:1018709905920.
  • Elmer-Dewitt, P. (1993, September 27). The amazing video game boom. Time, 66— 73.
  • Engelhardt, C. R., Bartholow, B. D., & Saults, J. S. (2011). Violent and nonviolent video games differentially affect physical aggression for individuals high vs. low in dispositional anger. Aggressive Behavior, 37(6), 539–546. https://doi.org/10.1002/ab.20411.
  • Eron, L. D., Huesmann, L. R., Dubow, E., Romanoff, R., & Yarmel, P. (1987). Aggression and its correlates over 22 years. In D. Crowell, I. Evans, & D. O'Donnell (Eds.), Childhood aggression and violence (pp. 249-262). New York: Plenum.
  • Gabbiadini, A., & Greitemeyer, T. (2017). Uncovering the association between strategy video games and self-regulation: A correlational study. Personality and Individual Differences, 104, 129–136. https://doi.org/10.1016/j.paid.2016.07.041.
  • Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D. A. (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. Journal of Adolescence, 27(1), 5–22. https://doi.org/10.1016/j.adolescence.2003.10.002
  • Giumetti, G. W., & Markey, P. M. (2007). Violent video games and anger as predictors of aggression. Journal of Research in Personality, 41(6), 1234– 1243. https://doi.org/10.1016/j.jrp.2007.02.005.
  • Greitemeyer, T., & Mügge, D. O. (2014). Video Games Do Affect Social Outcomes: A Meta-Analytic Review of the Effects of Violent and Prosocial Video Game Play. Personality and Social Psychology Bulletin, 40(5), 578–589. https://doi.org/10.1177/0146167213520459
  • Holtz, P., & Appel, M. (2011). Internet use and video gaming predict problem behavior in early adolescence. Journal of Adolescence, 34(1), 49–58. https://doi.org/10.1016/j.adolescence.2010.02.004
  • Hopf, W. H., Huber, G. L., & Weiß, R. H. (2008). Media Violence and Youth Violence. Journal of Media Psychology, 20(3), 79–96. https://doi.org/10.1027/1864-1105.20.3.79
  • Huesmann, L. R. (2007). The Impact of Electronic Media Violence: Scientific Theory and Research. Journal of Adolescent Health, 41(6), S6–S13. https://doi.org/10.1016/j.jadohealth.2007.09.005
  • Kirsch, S. J. (1998). Seeing the world through Mortal Kombat-colored glasses: Violent video games and hostile attribution bias. Childhood, 5, 177-184
  • Kraft, P., & Rise, J. (1994). The relationship between sensation seeking and smoking, alcohol consumption and sexual behavior among Norwegian adolescents. Health Education Research, 9(2), 193– 200. https://doi.org/10.1093/her/9.2.193
  • Krahé, B., & Möller, I. (2004). Playing violent electronic games, hostile attributional style, and aggression-related norms in German adolescents. Journal of adolescence, 27(1), 53–69. https://doi.org/10.1016/j.adolescence.2003.10.006
  • Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2010). The Effects of Pathological Gaming on Aggressive Behavior. Journal of Youth and Adolescence, 40(1), 38–47. https://doi.org/10.1007/s10964-010-9558-x
  • Mischel, W. (1999). Personality coherence and dispositions in a cognitive-affective personality (CAPS) approach. In The Coherence of Personality: Social-Cognitive Bases of consistency, Variability, and Organization, ed. D Cervone, Y Shoda, pp. 37–60. New York: Guilford.
  • Mischel, W. (1973). Toward a cognitive social learning reconceptualization of personality. Psychological Review, 80(4), 252–283. https://doi.org/10.1037/h0035002.
  • Rubin, H. (1984). Applied social research. Columbus, OH: Charles E. Merrill
  • Steinberg, S. (2011). The benefits of video games. http://abcnews.go.com/blogs/technology/2011/12/the-benefits-of-video-games
  • Strasburger, V. (Ed.). (2010). Children, Adolescents, and the Media. Pediatric Annals, 39(9), 538–540. https://doi.org/10.3928/00904481-20100825-02.
  • Thomas, A., & Chess, S. (1977). Temperament and development. New York, NY: Brunner- Routledge.

Cite this article

    CHICAGO : Iqbal, Ashraf, Nimra Maqbool, and Tanveer Hussain. 2023. "Impact of Video Games on the Behavior of High School Students." Global Educational Studies Review, VIII (II): 1-14 doi: 10.31703/gesr.2023(VIII-II).01
    HARVARD : IQBAL, A., MAQBOOL, N. & HUSSAIN, T. 2023. Impact of Video Games on the Behavior of High School Students. Global Educational Studies Review, VIII, 1-14.
    MHRA : Iqbal, Ashraf, Nimra Maqbool, and Tanveer Hussain. 2023. "Impact of Video Games on the Behavior of High School Students." Global Educational Studies Review, VIII: 1-14
    MLA : Iqbal, Ashraf, Nimra Maqbool, and Tanveer Hussain. "Impact of Video Games on the Behavior of High School Students." Global Educational Studies Review, VIII.II (2023): 1-14 Print.
    OXFORD : Iqbal, Ashraf, Maqbool, Nimra, and Hussain, Tanveer (2023), "Impact of Video Games on the Behavior of High School Students", Global Educational Studies Review, VIII (II), 1-14
    TURABIAN : Iqbal, Ashraf, Nimra Maqbool, and Tanveer Hussain. "Impact of Video Games on the Behavior of High School Students." Global Educational Studies Review VIII, no. II (2023): 1-14. https://doi.org/10.31703/gesr.2023(VIII-II).01