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NATIONAL UNIVERSITY OF STUDY AND RESEARCH IN LAW

RANCHI

SUBJECT: PSYCHOLOGY

PROJECT TOPIC: “Impact of violent video games and movies on the teenagers
mental health, social behaviors and academic performances”

SUBMITTED BY: ARYAN RAJ SUBMITTED TO: Nazim Imam

SEMESTER: IV (ASSISTANT PROFESSOR)

SECTION : B

ROLL NO. : 1158


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Table of Contents

Abstract..................................................................................................................................................3
Introduction............................................................................................................................................4
Literature Review...................................................................................................................................5
Research objective.................................................................................................................................7
Research hypothesis...............................................................................................................................7
Research Methodology...........................................................................................................................7
Results....................................................................................................................................................8
Conclusion...........................................................................................................................................16

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Abstract
It is commonly acknowledged that violent video games promote aggression, reduce prosocial
behaviour, increase impulsivity, and disrupt cognition and mood in their players. Previ ous
research has concentrated on the shortterm impacts of violent video game play on aggress
iveness, but there's reason to believe that these effects are linked to priming.

In contrast, my present study examines the impact of violent video game play in the eyes of t
he general population using a number of tests and surveys. Grand Theft Auto V, IGI, and oth
er violent video games were played by our participants. In my study project, I spoke about ho
w frequent gaming addiction is among kids and how today's youth have lost interest in hobbie
s. I also tried to create an opinion based on what 103 Indian young people believe about viole
nt gaming.

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Introduction
With 3 billion hours spent in front of screens each week, video gaming is clearly a popular
form of entertainment. Scientists have looked at the consequences of playing video games for
long periods of time on the brain and behaviour. Is it beneficial or dangerous to have this
effect? The evidence will be examined.

On the surface, more than 150 million Americans play video games for at least 3 hours each
week. In the United States, the typical player is 35 years old, with 72 percent of players being
18 years old or older. The vast majority of parents (71%) feel that video games have a
positive influence on their children's lives. Year after year, video game sales continue to rise.
Video games were sold in excess of 24.5 billion copies in 2016, up from 23.2 billion units in
2015 and 21.4 billion units in 2014.

The top three most popular video games in 2016 were Call of Duty: Infinite Warfare,
Battlefield 1, and Grand Theft Auto V. The genres of first-person shooter and
actionadventure account for 27.5 percent and 22.5 percent of total sales, respectively. On
multiple instances, the action and first-person shooter genres have been accused of fostering
violence and addiction. After decades of study on video games and violence, scientists have
unable to reach a conclusion. Scientists have yet to uncover a link between video game play
and reallife violence.

However, a growing amount of evidence suggests that video gaming alters the brain and
causes alterations in a variety of brain areas. In order to better understand how video games
impact our brains and behaviour, scientists have compiled and analysed data from 116 study
publications. Frontiers in Human Neuroscience published their results. "In the past, games
have been praised and criticised without any evidence to back up the claims.

Video games impact not just how our brains operate but also how they are organised,
according to the study. Attention has been shown to be influenced by video games, for
example. Video game players, according to the study's findings, have higher levels of
sustained and selective attention. Gamers' attention-related brain areas are also more efficient
than those of non-gamers, needing less activity to maintain concentration on difficult tasks.

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The size and functioning of brain regions involved in visuospatial abilities, or the ability to
recognise visual and spatial interactions between things, are also increased by video games.
Long-term gamers and those who agreed to engage in a video game training regimen showed
an increase in the right hippocampus.

Literature Review

❖ “Game Theory: The Effects of Video Games on the Brain” is an article written by
Amy Paturel.

According to this article, gaming addiction isn’t rare it is very common these days. A survey
conducted by NPD group, which is a global market research firm. 9 children out of 10 are
engages by some kind of video games. Which are almost 64 million children and some of
them can even type or text before they can even speak. The issue this article raises is that
excessive gaming before 21 can cause rewiring of brain.

Since the early 1990s, many scientists have warned that video games primarily excite brain
regions that control vision and movement, leaving other areas of the brain that control
behavior, emotion, and learning underdeveloped. According to a 1996 study published in the
scientific magazine Nature, playing video games releases the feel-good neurotransmitter
dopamine. While playing video games, the amount of dopamine released was comparable to
that released after an intravenous injection of stimulants like amphetamine or
methylphenidate. As a result, studies feel that gaming has the potential to be addicted. The
human brain is wired for instant gratification, a fast pace, and unpredictability which make a
thing addictive. All three are content in video games.

"Playing video games ruses dopamine in the brain," says Drake Greenfield, Ph.D., creator of
The Region for Internet and Technology Addiction. He claims that this provides a rush to
players—but only for a short time. The brain receives the instruction to manufacture less of
this key neurotransmitter because there is so much more dopamine available. Players may
suffer a decrease in dopamine levels as a result. Gaming, on the other hand, isn't always a
terrible thing. Video games can help the brain in a number of ways, including visual
perception, multitasking, and information processing. We can see that many professionals are
concerned about violent video games these days. In a study of 50 teenagers, playing violent

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video games for 30 minutes lowered activity in the prefrontal regions of the brain compared
to those who played non-violent games. Researchers have discovered that playing violent
video games for 15–25 minutes increases activity in brain regions associated with arousal,
anxiety, and emotional response while decreasing activity in frontal lobes associated with
emotion regulation and executive control.

In such games, players must also evaluate an overarching strategy, multitask, and make
decisions with both immediate and long-term effects. Dr. Willis explains, "That's extremely
comparable to the multitasking that's built into most employment today." "These young
people may be more equipped to move occupations rapidly, react to new information, and
adjust their strategy as needed." They are, without a doubt, useful skills, but they may also
become a problem if they are abused. After all, once youngsters become accustomed to
multitasking and processing large volumes of material at the same time, it may be difficult for
them to focus on a lecture in a classroom setting.

❖ Research Paper on Negative impact of Video games on children


The impact of video games on youngsters is the subject of this research paper. Video
games have grown commonplace, and an increasing number of children are becoming
addicted to them. The vast majority of video games are violent, which has the effect
of decentralising children's awareness of people's suffering in the real world. Video
games are naturally addicting, causing youngsters to spend a significant amount of
time glued to a computer/laptop or gaming console, negatively impacting their
academic achievement.
❖ The Sociology of Videogames by Eli Bolton and Colin Cretin
This paper provides a sociological analysis of videogames, a powerful cultural form
that is sometimes disregarded by the discipline. It discusses the underlying economic
issues that the video game business faces, as well as how it responds to these
challenges. Videogames are unlike other forms of media such as film and literature.
As we create a theoretical map of the form, this is taken into account. Specific
examples are used to examine the relatively unique ways in which ideology and
representation function in video games.

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Research objective

1. To study the psychological aspects associated with video games.


2. To understand the influence of internal and external factors on gaming addiction.
3. To study and determine as to whether gaming increasing violent tendencies in a
human.
4. To know whether parental control prevents an individual from gaming addiction.
5. To understand the outcomes of excessive gaming in teenagers.

Research hypothesis

1. Gaming is addictive.
2. Having a hobby has a great impact on gaming urges.
3. Gaming is a guilty pleasure
4. Parental Supervision recedes the risk of gaming addiction
5. No vision in life is a major cause of heavy gaming.

Research Methodology

SAMPLE SIZE:
In this study I have successfully conducted the research on 103 students from different
universities across India that consisted of National University of Study and Research in Law,
Ranchi (Jharkhand); Hidayatullah National Law University, Raipur (Chhattisgarh); Rajiv
Gandhi National University of Law, Patiala (Punjab); Chanakya National Law University,
Patna (Bihar); National Law University, Cuttack (Orrisa); National Law University, Jodhpur
(Rajasthan); Himachal Pradesh National Law University, Shimla (Himachal Pradesh); West
Bengal National University of Judicial Science, Kolkata (West Bengal); Dharmashastra
National Law University, Jabalpur (Madhya Pradesh); UPES, Dehradun (Uttarakhand);
Rajendra Institute of Medical Science, Ranchi (Jharkhand); Birsa Agriculture University,
Ranchi (Jharkhand); Birla Institute of Technology Mesra, Ranchi (Jharkhand). The age group
in the study range between 12-30 years. The collection of responses was turned off on 8th of
December 2021.

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POPULATION:

The population in the current study consists of students from different schools and colleges
around India. The age group of the study is 12-30 years.

TOOL:

To facilitate the present research work ‘Questionnaire Method’ involving a total of 16


questions were used. The Questionnaire was circulated by a way of Google form and proper
steps were taken to ensure anonymity of the person responding. The type of questions in the
first part of the questionnaire gives the general information about the person taking the test,
that is, age and gender of the person. Further these questions were accompanied by whether
they play video games or not and what are the internal influence behind it. Ordinarily in a
questionnaire-based research method the question can be of 3 types namely: open ended,
closed ended or the combination of both open and closed ended set of questions. The word
‘open ended’ means it is left on the part of respondent to answer the set of questions as per
what he or she feels about the topic of research. Whereas, in the closed ended research
method the respondent is left with no liberty to give his or her own set of answers rather the
respondent is required to answer from the provided options. The present research adopts such
closes ended question.

RESEARCH DESIGN:

The research design used for the study is Survey Research design. Survey Research Design
involves collection of data by asking questions and recording people answers to them. The
research aims at understating the reason behind gaming addiction and finds that external
influence is the major reason behind watching porn.

PROCEDURE:

For successful completion of this study and in order to collect the data from different
Universities across India, the researchers created a 'Google Form' which was circulated to
target groups via e-mail, social media and SMS. The major reason for adopting the method of
Google Forms was that it is an easier way of collecting data and ensures that the information
collected is bereft of any anonymity. The link of the mentioned Google Form was circulated
amongst the target groups with the declaration that the survey is being done for educational
purpose and that the confidentiality of their responses will be maintained, throughout this
study and even after its completion. The estimated time for the completion of the survey was

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calculated to be 3 minutes. No time limit was set and individuals were given the liberty to
answer accurately.
In addition to these set of instructions it was added that ‘honest responses will be highly
appreciated.’ The Google form was first rolled out on 29th of November, 2021 after being
examined by the concerned faculty and the responses were recorded till 9th of December,
2021. A continuous monitoring of the responses was made in order to ensure that the data
collected does not include unnecessary responses and responses from those people who didn’t
belong to the age group of 12-30 years. After having the required responses, data was sent to
the excel sheet for making of the graphs and at the end, the graphs were ready on the basis of
which analysis was done.

Results

Chart 1

The Chart affirms that majority of the people in the age group of 18-25.

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Chart 2

This chart indicates that this study has balanced sex ratio.

Chart 3

This chart shows 71.6% of people were introduced to gaming before 18.

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Chart 4

This chart indicates that 42.2% of people consider that they have been addicted to gaming
once in their lifetime, and almost 20% have good chances of being addicted.

Chart 5

This chart shows that more than 50% of the people have been addicted to more than 4hrs
daily and we also have some extreme conditions of more than 12 hrs.

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Chart 6

This chart shows that majority of the people have tried to quit gaming.

Chart 7

This chart shows for majority of the people gaming was the reason for their procrastination.

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Chart 8

This chart shows a majority of the people believe video games increase aggression.

Chart 9

This chart

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Chart 10

This chart shows majority of the people believe that video games should have a
stricter rating system.

Chart 11

This chart shows majority of the people believe that there are benefits of playing video
games.

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Chart 12

This chart shows that video games might help in stress or anxiety.

Chart 13

This chart shows majority of the people are sure that video games addiction should be
considered as mental illness.

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Chart 14

This chart shows that 39.6% people believe that video games can be used as coping
mechanism.

Chart 15

This chart shows majority of the people believe unstable mindset is more prone to show
violent tendencies.

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Conclusion

As highlighted in the research review, prospering in the world of gaming may provide a sense
of competence and confidence that social outcasts like Rosner lack in their everyday lives.
"When you reach the pinnacle of a globally popular game, you practically reign over lakhs of
other players, who regard you as a virtual deity. The gamers created Sevrin, a Blood Elf
Paladin who founded his own guild—the RS Yacht Club—and ran it as a full-time job,
including updating the website, recruiting new players, and planning and conducting raids;
some even became gaming celebrities. Strangers might even write to these gaming gods
admiring their abilities. It was the polar opposite of their real-life experiences." Such games
quickly rise to the top of the priority list. The game is everything to such a child, and they
will give up everything to play it. Soon these types of games take precedence over all others.
The game is everything to such a child, and they will sacrifice all of their hobbies and life
ambitions to play it. One of the most difficult aspects of therapy is figuring out how to
convince a youngster who has been ruling the world online and receiving a lot of praise and
pampered like a deity to function in the real world, which isn't nearly as interesting.

The stakes may be higher for an adolescent with anger issues who seeks escapism in violent
video games. While experts disagree on whether violent video games have an impact (if any)
on actual aggressive behaviour, some scientists believe there is a link between violent video
game play and aggressive attitudes and behaviour. According to scientists, this could be a
problem for a child who already has an aggressive attitude because video games encourage
aggressive behaviour. Not all games, however, are made equal, and everyone's reaction to
them is different. “Enquiring about the effects of video games is similar to inquiring about the
effects of food consumption. "Various games achieve different objectives. They can be
advantageous or unfavourable depending on what you're looking at."

It led to the realisation of Rosner's dream of becoming a filmmaker. It is what you make of
these games; a little gaming might be beneficial, but excessive gaming can lead to a slew of
issues. The publication of games like Grand Theft Auto does not appear to raise crime rates -
in fact, it appears to have the opposite effect. Many persons who take part in mass shootings
appear to be less interested in violent video games than their peers. Youth violence has
decreased throughout the time that violent video games have grown popular. Some games,
particularly those involving shooters, have been linked to enhanced visual processing ability.

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According to several research, gamers have a better ability to focus while filtering out
distractions. It isn't simply vision action games that appear to improve hand-eye coordination
in adults and children.

As a result of my research, violent video games do not enhance violent inclinations, but they
can lead to addiction.

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