You are on page 1of 2

VIOLENT VIDEO GAMES: THE POSITIVE SIDE

College of Arts and Sciences University of the Philippines Manila

MARCH 31,2014 by:Sydney Arin Go

QUALITATIVEIn this article it was said that the the player has an ability players have better hand-eye
coordination and perception of objects in general and the Studies have shown that because of the need
for violent video game players to react quickly, they have drastically better hand-eye coordination
compared to non-players.The have better perception on the things around them they can easily adopt
the things that is happening around them.They also have better and faster reaction rather than the one
who doesn’t play. The Internet makes it possible for players to interact with others while playing games,
and the effects are short term.And their study is all about how the public foresee the violent video
games in this society and the positive side of it.

https://www.academia.edu/12213208/VIOLENT_VIDEO_GAMES_THE_POSITIVE_SIDE

VIOLENT VIDEO GAMES AND AGGRESSION

2010 By: Ryan Ocampo

QUALITative

The researcher said that the players who plays produces more aggressive
behavior of adolescent is a factor in passive aggression, for “there is an
increase in adrenal hormones(adrenarche) and gonadal hormones” when
children hit their puberty ages. And the measurement of the anger of the
children is high. And most of them literally hurt themselves physically and
mentally. And they can be socially blind to what is happening.
https://www.academia.edu/30755993/Empathy_and_Violent_Video_Games._Aggression_and_Prosocia
l_Behavior

THE EFFECT OF VIOLENT VIDEO GAME VIEWING WITH OR WITHOUT


AUDIO ON AGGRESSION SCENE ON THIRD YEAR ACCOUNTING
TECHNOLOGY STUDENTS

SAN MATEO MUNICIPAL COLLEGE OCTOBER 2017 Presented by: ARAZA, GERALD B.GEQUILLO, STEPHANIE
T.GREGORIO, JOHN BENSON B.GULLE, JHAREN P. MARIANO, JOHN CEDRIC A. MENDIOLA, ANGELICA
C. NACIONALES, NELY JEAN A QUALITATIVE

In this study, it may determine whether there is a significant difference between the levels of aggression
ofsubjects exposed to video alone and audio-video on showing violent video game play. They also said
that it has step to become aggressive in playing it would require the attention,retention,reproduction
and motivation and they believe that before the game started it would start an aggression on the
players. Based on their research the players are males that the ages ranges from 18-19 years old.but
they come up that violence video games doesn’t effect the player on the aggression.

https://www.academia.edu/34983234/THE_EFFECT_OF_VIOLENT_VIDEO_GAME_VIEWING_WITH_OR_
WITHOUT_AUDIO_ON_AGGRESSION_SCENE_ON_THIRD_YEAR_ACCOUNTING_TECHNOLOGY_STUDENT
Risk Factors as Predictors of Time Spent in Online Games among Filipino Females

2017

QUANTITATIVE

By: Talabis, Dale Lemuel V. Ocampo, Rodelando

This research determined which among the risk factors is associated with the time spent playing online
games. They studied that the Filipino female teen become an addict to these games. They found out
that there is only weak evidence in the relationship of aggressive behavior and excessive playing of
computer game. And the female who plays have an lower self esteem and they have found that playing
video games can lead to being triggered more to anxiety and they have lower satisfaction in life. if these
risk factors are predictors of time spent playing online games among the respondents, then which of
them best predicts time spent playing online games.

https://www.sanbeda

alabang.edu.ph/bede/images/researchpublication/BedanJournalPsych/BJP2017v1-166.pdf

You might also like