The effects of violent video games on reactive-proactive aggression and cyberbullying


UÇUR Ö., Donmez Y. E.

CURRENT PSYCHOLOGY, 2022 (SSCI) identifier

  • Yayın Türü: Makale / Tam Makale
  • Basım Tarihi: 2022
  • Doi Numarası: 10.1007/s12144-022-04045-3
  • Dergi Adı: CURRENT PSYCHOLOGY
  • Derginin Tarandığı İndeksler: Social Sciences Citation Index (SSCI), Scopus, IBZ Online, BIOSIS, Business Source Elite, Business Source Premier, Psycinfo
  • Anahtar Kelimeler: Violent video games, Aggression, Cyberbullying, Gaming addiction, GAMING DISORDER, ADDICTION, CHILDREN, QUESTIONNAIRE, DEPENDENCY, BEHAVIOR, OUTCOMES
  • İnönü Üniversitesi Adresli: Evet

Özet

The use of video games among young people is increasing, and it has been claimed that particularly violent games can negatively affect young people. The aim of this study is to investigate the association between violent video games and reactive-proactive aggression in order to determine the risk of cyberbullying in players of violent video games, as well as the role of gaming addiction (GA). This study was conducted with 1,141 adolescents. Participants answered the gaming addiction scale-short form (GAS), the cyberbullying scale (CBS) and the reactive-proactive aggression questionnaire (RPAQ). It was found that both reactive and proactive aggression scores were significantly higher in video game players with GA, and there was no difference between players of violent games and players of non-violent games. Additionally, it was found that the risk of being a cyberbullying perpetrator was higher in players of violent video games, and the risk of being a cyberbullying victim was high in players of violent and non-violent video games who have GA. The findings of this study suggest the following: violent video games are not associated with reactive-proactive aggression; the factor associated with aggression is GA; playing video games increases the risk of cyberbullying; and the risk of being perpetrators of bullying is high in players of violent video games.