A Survey of the Predictors of Amount of Aggression in the Adolescent Users of Violent Video Games in Qom City, 2012, Iran (可下载的文章) [WorldCat.org]
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A Survey of the Predictors of Amount of Aggression in the Adolescent Users of Violent Video Games in Qom City, 2012, Iran

著者: Sarallah Shojaei; Tahereh Dehdari; Keramat Noori Jelyani; Behnaz Dowran
版本/格式: 可下载的文章 可下载的文章 : Persian
资源:Majallah-i Dānishgāh-i ̒Ulūm-i Pizishkī-i Qum, v7 n3 (20130701): 71-79
提要:
Background and Objectives: Adolescents are the main audiences of video games. Attractive technologies of these games make virtual faces seem real characters to their audiences. There is a high tendency to show violent and deadly scenes. The present study was done with the purpose of determining the predictors of the amount of aggression in the adolescent users of violent video games in Qom city.Methods: In this  再读一些...
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文档类型 文章
所有的著者/提供者: Sarallah Shojaei; Tahereh Dehdari; Keramat Noori Jelyani; Behnaz Dowran
ISSN:1735-7799
语言注释: Persian
专有的标识符 8081152706
奖励:

摘要:

Background and Objectives: Adolescents are the main audiences of video games. Attractive technologies of these games make virtual faces seem real characters to their audiences. There is a high tendency to show violent and deadly scenes. The present study was done with the purpose of determining the predictors of the amount of aggression in the adolescent users of violent video games in Qom city.Methods: In this descriptive cross-sectional study, 100 adolescent users of violent video game referring to game-nets of Qom city were selected by random sampling method and filled out the questionnaires of demographic information, aggression scale, and attitude toward violence scale )ATVS). The data were analyzed using correlation, one-way analysis of variance, and regression analysis tests. The significance level was considered p<0.05.Results: The mean age of adolescents was 14.2±1.6 years. The results showed that three variables of attitudes toward violence, number of hours of playing per week, and the average grade of the last educational level have been able to predict 34% of variance of aggression among the adolescent users of violent video games (r2=0.43, f=6.6, p<0.0001).Conclusion: According to the results of this study, Media educational programs should more focus on changing positive attitudes toward violence and reducing the number of playing hours per week. Also, applying encouraging strategies in order to academic achievement can reduce hours of play with this media.

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