The Role of Misattribution in the Effects of Violent Video Games on Aggressive Behavior

2013 ◽  
Author(s):  
Christopher Robert Engelhardt
Author(s):  
Nadia Itona Siregar ◽  
Pudji Muljono

 The development of today's technology so rapidly, this development affects the audio-visual media one of which is video games. The aim of this study are: 1) to analyze the differences influence the level of violent video game playing element to the level of adolescent aggressive behavior, 2) to analyze the influence of personal factors as differences in behavior-forming element violent video games to the level of adolescent aggressive behavior, 3) to analyze differences in the effect of factors situational as forming behavior of violent video game playing element to the level of adolescent aggressive behavior. The analysis in this study uses cross tabulation, the statistical test Mann-Whitney and Kruskal-Wallis with a 5% significance level. The results showed that there are differences in the level of situational and gender differences on the level of play behavior element violent video games; and there are differences in the level of playing video games behavioral element of violence against adolescent aggressiveness level.Keywords: audio-visual media, development of technology -------------------------------------------------------------------------------------------ABSTRAKPerkembangan teknologi saat ini begitu pesat, perkembangan ini mempengaruhi media audio-visual salah satunya adalah video game. Tujuan dari penelitian ini adalah: 1) untuk menganalisis perbedaan yang memengaruhi elemen tingkat kekerasan bermain video game ke tingkat perilaku agresif remaja, 2) untuk menganalisis pengaruh faktor pribadi sebagai perbedaan dalam elemen perilaku pembentuk video game kekerasan untuk tingkat perilaku agresif remaja, 3) untuk menganalisis perbedaan pengaruh faktor situasional sebagai pembentuk perilaku bermain video game unsur kekerasan ke tingkat perilaku agresif remaja. Analisis dalam penelitian ini menggunakan tabulasi silang, uji statistik Mann-Whitney dan Kruskal-Wallis dengan tingkat signifikansi 5%. Hasil penelitian menunjukkan bahwa ada perbedaan dalam tingkat perbedaan situasional dan jenis kelamin pada tingkat perilaku bermain elemen video game kekerasan; dan ada perbedaan dalam tingkat bermain video game unsur perilaku kekerasan terhadap tingkat agresivitas remaja.Kata kunci: media audio-visual, perkembangan teknologi


2003 ◽  
Vol 29 (5) ◽  
pp. 423-429 ◽  
Author(s):  
Craig A. Anderson ◽  
Christine R. Murphy

Author(s):  
Ana Ruiz-Fernández ◽  
Miriam Junco-Guerrero ◽  
David Cantón-Cortés

Research into the effects of violent video games on levels of aggression has raised concerns that they may pose a significant social risk, especially among younger people. The objective of this study was to analyze, through structural equation models, the mediating role of psychological engagement in the relationship between the consumption of violent video games and child-to-parent violence (CPV) against the mother and the father. The sample consisted of 916 students from the third and fourth grades of compulsory secondary education, first and second grades of high school, and first cycle of vocational training (483 males and 433 females), of whom a total of 628 were video game players, aged between 13 and 19. The exposure to video games was assessed through an author-elaborated questionnaire, engagement was evaluated with the game engagement questionnaire, and CPV was assessed through the child-to-parent aggression questionnaire. The structural equation models indicated that exposure to violent video games was related to lower rates of CPV against both parents. Conversely, the flow (a sense of being in control, being one with activity, and experiencing distortions in the perception of time) dimension of engagement positively correlated with the level of CPV against the mother, whereas the flow and absorption (total engagement in the current experience) dimensions correlated with CPV against the father. In conclusion, the results confirm the role of violent video game consumption, reducing CPV rates against both parents, a role that is offset to the extent that these violent games provoke engagement in the user.


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