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TABLE OF CONTENTS

1. Introduction
2. Review of Related Literature
3. Relevance of the Study
4. Problem Statement
5. Definition of Key Terms
6. Objectives
7. Hypothesis
8. Research Method
9. Population
10. Sample & Sampling Procedure
11. Research Tools
12. Statistical Analysis
13. Delimitations of the Study
14. References
1. INTRODUCTION:-

The Evolution of Video Games: From Pixels to Virtual Realities


Video games have become an integral part of modern entertainment, captivating people
of all ages around the world. From the early days of simple pixels and arcade machines to the
immersive virtual realities of today, the journey of video games has been nothing short of
remarkable.
The term "video game" now generally encompasses any game played on hardware built
with electronic logic circuits that incorporates an element of interactivity and outputs the
results of the player's actions to a display (Encyclopaedia of Video Games, pp. 3–7). Going by
this broader definition, the first video games appeared in the early 1950s; they were tied largely
to research projects at universities and large corporations, though, and had little influence on
each other due to their primary purpose as academic and promotional devices rather than
entertainment games (Alexander, 2014). Since the 1950s, gaming has grown into a multi-billion
dollar industry.
The rapid boom in mass media has influenced the lives of adolescents their values and
outlook. As video games continue to become cheaper and more accessible with every passing
year so they indeed made a mark with Indian youngsters. Over the past decade, there has been
a steady increase in the amount of time children and adolescents spend playing video games
with children ages 11-14 years spending more time playing video games than any other age
group (Rideout et al., 2010). Both males and females enjoy video games with fun, challenge and
struggle against some kind of oppositions. Players like the game with goals and scoring
opportunities where the speed of an answer counts. They like audio effects and unpredictability
(Randel et al., 1992). About 10% of children aged 2 to 18 years play console and computer video
game more than 1 hr. per day (Roberts et al., 1999). The average video game player is 34 years
old and has been playing for more than decade (Entertainment Software Association, 2010).
Video games are immensely popular around the world despite a sluggish economy. The
video game industry’s revenues surpassed the movie industries in 2008 (Reuters, 2007). Amidst
the noticeable economic downturn, video game sales have remained relatively strong. The US
video game industry amassed more than $ 15 billion (USD) in the 2010 financial year, with $ 10
billion coming directly from the sales of physical softwares (NPD Group, 2011). Now video
games can be played on variety of devices. The mobile phones allow the play to take place even
in different situations. In India, mobile gaming and online gaming models have received great
impetus owing to the telecom revolution and penetration of internet and cable in substantial
parts of the country, along with easy accessibility of affordable devices to use such media
(Nishith Desai Associates, 2013). The wide spread use of video games begs the question of what
intended and unintended effect they may produce.
The advent of virtual reality (VR) has opened new frontiers for gaming. VR technology
offers players unprecedented levels of immersion and interactivity, blurring the lines between
the digital and physical worlds. As this technology continues to develop, it has the potential to
revolutionize gaming and impact various other fields, including education, healthcare, and
simulations.

Video Game Habits among Youngsters


Video game habit is an assumed behavioural addiction characterized by excessive or
obsessive use of computer games or video games, which interferes with a person's everyday
life. Video game habits is compulsive or uncontrolled use of video games, in a way that causes
problems in other areas of the person's life. The video game habits developed among
adolescents to a great extent during and after media boom; and video games have become one
of the favourite activities of children across the globe Video games include computer games,
console games, arcade machine games, cell phone, PDA (Personal Digital Assistant), and
advanced calculator games. Games can be embedded in social networking site, such Facebook.
Video game players want the game to be fast and challenging. Both male and females
enjoy computer games with fun, challenge and struggle against some kind of opposition. Players
like the games with goals and scoring opportunities where the speed of an answer counts.
Educational software is typically disliked by students because the fun factor is missing (Leedo,
1996). Numerous educational, non violent strategy and sports games exist, but the most heavily
marketed and consumed games are violent ones. By the end of the 20th century, even more
graphically violent games become available to players of all ages (Walsh, 2000). A survey of
middle class adolescents showed that 88% of boys and 64% of girls reported playing video
games at least one hour a week , with 29% of the boys playing 3-4 hours a week on average
(Funk, 1993). The amount of video game play, regardless of gender, decreases with age,
whereas early adolescent boys (8 to 13 years of age) play video games approximately 7.5 hour
per week, boys in middle to late adolescence play video games 3.5 hours per week (Roberts et
al., 1999).

Understanding Violence in Video Games


The impact of entertainment media on aggression has been discussed for centuries.
Even in the gladiatorial era of the Roman Empire, Tertullian (200) theorized that Christians might
be seduced into sinful bloodlust if they watched the gladiator games. In the early 1900s violent
entertainment media began on new platforms such as movies and subsequently television
(Trend, 2007). The rise of modern social science also began at this time and for several decades
the impact of violent screen media on aggression was assessed (e.g., Bandura, Ross, & Ross,
1963). Then in the 1970s video games started to emerge (Ferguson, 2010) and gain popularity.
Previous research on movies and television had concentrated on violence, thus research on
video games followed suit. However, the focus on violence within video games led to other
aspects of video games, which were not apparent in movies and television, being largely
ignored in their relation to aggression, primarily competition.
Despite an early study of video games finding that a competitive version of a video game
increased aggressive acts within the game (Anderson & Morrow, 1995), the impact of
competition within video games on aggression was not assessed again until Eastin in 2007. Even
after 2007 the number of competitive video game studies has been very limited compared to
the hundreds that have been conducted regarding violence within video games (Dowsett, 2017).
Violent video games are those that depict intentional attempts by individuals
(nonhuman cartoon characters, real persons, or anything in between) to inflict harm on others
(Anderson & Bushman, 2001).

Aggressiveness, Moral Judgment & Achievement Motivation


Aggression refers to any behaviour that is hostile, destructive and violent. Generally,
aggressive behaviour has the potential to inflict injury or damage to the target person or object.
Aggression has been defined by Loeber and Hay (1997) as a category of behaviour that causes
or threatens a physical harm to others. Aggression is also sometimes accompanied by feeling of
insecurity. An over indulgent child, getting excessive love from his parents whose behaviour is
not restricted, is observed to have aggressive tendencies.
Aggressiveness and moral judgment can influence each other in complex ways.
Individuals may be more prone to aggressiveness when perceiving actions as morally wrong,
especially when the perceived harm or injustice triggers emotional responses. Conversely, moral
judgment can be influenced by aggressive tendencies, leading individuals to justify aggressive
behaviour when they perceive it as necessary to defend their values or beliefs.
Achievement motivation in violent video gamers primarily pertains to their drive to excel
and succeed within the gaming environment, aiming to achieve in-game goals and objectives.
However, this motivation may or may not directly translate into real-life behaviour, especially
regarding aggression or violent actions outside of the virtual world.

Conclusion
Video games have come a long way since their inception, evolving from simple pastimes
to complex interactive experiences that have reshaped entertainment and technology. They
have left a significant impact on society, shaping culture and influencing various aspects of our
lives. As technology continues to advance, the potential for video games to create even more
remarkable experiences and contribute to various sectors remains vast. However, with this
power comes a responsibility to ensure the responsible use and development of video games,
prioritizing the well-being of players and society as a whole.
The relationship between aggressiveness, moral judgment, and achievement motivation
in violent video gamers is a complex and multifaceted area of study. Research in this area is
ongoing, and it's important to consider other factors that can influence behaviour, such as
individual differences, upbringing, and overall exposure to violence in the media and real-life
experiences. Some studies have suggested that exposure to violent video games may lead to a
short-term increase in aggressive behaviour and a desensitization to violence. Additionally,
some studies have also found conflicting results or no significant relationship between violent
video game play and real-life aggression or moral judgment.

2. REVIEW OF RELATED LITERATURE:-

Literature review refers to an extensive, exhaustive, and systematic examination of publications


relevant to the stated research problem. The review of literature is defined as a broad,
comprehensive, in depth, systematic and critical review of scholarly publications, unpublished
scholarly print materials and personal communications. A literature review is a body of text that
aims to review the critical points of current knowledge including substantive findings as well as
theoretical and methodological contributions to a particular topic. A well-structured literature
review is characterized by a logical flow of ideas; current and relevant references with
consistent, appropriate referencing style; proper use of terminology; and an unbiased and
comprehensive view of the previous research on the topic (Basavanthappa, 2007).
Following are some important reviews of related literature for the proposed study:
Dill, K.E. (2015) undertook the Study 'The influence of video games on youth:
Implications for learning in the new millennium' in which he studied the influence of video
games on Youth and their implications in learning. In his Study, Experimental data indicate that
playing violent video games increases aggression, hostility, and aggressive thoughts.
Milani et al. (2015) undertook the Study 'Violent video games and children’s aggressive
behaviours: An Italian study' verified the link of exposure to violent video games to the
problems of aggression in a sample of Italian children. Four questionnaires were administered
to 346 children between 7 and 14 years of age, attending primary and secondary schools in
Northern Italy. Variables measured were externalization, quality of interpersonal relationships,
aggression, quality of coping strategies, and parental stress. Participants who preferred violent
games showed higher scores for externalization and aggression.
Stalletti, V.B. (2015) undertook the Study 'Maddening: The impact of genre on
frustration and aggression. Academic Symposium of Undergraduate Scholarship' on 110 survey
participants highlighted the importance of the context of the genre over the content of the
video game, as well as the social-psychological motives for needing to save face by winning,
while consequently avoiding the frustration of a loss. An additional 50 survey participants
showed that non-violent preferential gamers are more primed to feel frustrated and angry, than
violent preferential gamers.
Byrne, C. (2016) undertook the Study 'A comparison of the effects of violent and non-
violent video games on aggressive behaviour in adolescent males (Bachelor of Arts in
Psychology).' A group of adolescent males were divided, based on how skilled they were at
computer games. No significant main effect was found for the variable group, suggesting that
the nature of the video game did not significantly impact aggression scores.
Gao (2016) undertook the study 'Reviewing Gratification Effects in Mobile Gaming' and
explained in detail the various positive aspects of mobile phones which could be helpful in the
learning process of teenagers. The research paper was published in the book Handbook of
Research on Human Social Interaction in the Age of Mobile Devices. The author explained that
the mobile phone games are no longer played ‘on the go’ or ‘in waiting’ but the users remain
busy with playing games in their homes, while studying, having meals or even while attending
some function. As in mobile games different players are assigned with different task or roles
which will be helpful for them to socialise and built a spirit of team work, but the author raised
his concern over risk to privacy and personal safety.
Hasan (2017) undertook the Study 'The relationship between violent video games
exposure and school behaviour problems in Qatari schools.' with a sample of 202 students.
Multiple regression analysis showed that time spent playing violent video games was positively
related to physical fights and antisocial behaviours.
Onwukwe et al. (2017) undertook the Study 'Effects of violent video games and violent
movies on aggressive behaviour of children in Imo State, Nigeria.' Two hypotheses were
formulated. 48 Participants were selected using simple random sampling, Which comprised of
24 males and 24 females. The data obtained was analysed using a paired samples t-test and
result proved that both violent video games and violent movies have a significant effect on
aggressive behaviour of children.
Kaur, L. (2018) undertook the Study 'Video game habits as predictor of aggression life
skills and academic performance of school going adolescents' A stratified random sample
comprised of 800 male and female adolescents of eighth standard of different government and
privates schools located in urban and rural areas of Punjab. The results indicated that no
significant correlation was found between video game habits and aggression among
adolescents.
3. RELEVANCE OF THE STUDY:-

The study on ‘The Effects of Violent Video Games on Psychosocial Functioning of Youth.’ is
relevant and important for several reasons. Firstly, it addresses the ongoing concern about the
potential impact of violent video games on young people's behaviour and cognitive processes.
The rationale behind this study is to examine whether exposure to violent video games
can lead to increased levels of aggressiveness in youth. It aims to understand if there is a causal
relationship between playing violent video games and aggressive behaviour. Furthermore, the
study also investigates the potential influence of violent video games on moral judgment among
young individuals. It explores whether exposure to violent content in video games could affect
their ethical decision-making processes and attitudes towards violence.
Given the widespread popularity and accessibility of video games, understanding their
potential effects on the youth is crucial for parents, educators, and policymakers. The study's
findings can contribute to evidence-based recommendations for managing video game content
and guiding responsible gaming habits among young people.
There are significant differences in Different results found in different studies related to
this topic. Some studies suggests that there is a significant correlation in the aggressive
behaviour, Moral Judgment of Players & the Exposure of Violent Video Games upon them, while
some studies does not find any Connection between the two. It is an Interesting Phenomena
Happening around about this Violent Video Gaming Experience, Thus the Topic of the Research
was chosen.

4. PROBLEM STATEMENT:-

“The Effects of Violent Video Games on Psychosocial Functioning of Youth.”

5. DEFINITION OF KEY TERMS:-

Violent Video Games: Violent video games are interactive electronic games that involve
simulated acts of aggression, combat, or harm towards virtual characters or entities. These
games often include explicit depictions of violence, such as shootings, explosions, or hand-to-
hand combat. The level of violence can vary, but the main characteristic is that players actively
engage in actions that cause harm to others within the game's virtual world.

Aggressiveness: Aggressiveness refers to a behavioural trait or tendency characterized by


hostility, assertiveness, or a readiness to initiate physical or verbal aggression. It involves actions
or behaviours intended to harm, dominate, or intimidate others. Aggressiveness can manifest in
various degrees, ranging from mild assertiveness to more severe and violent behaviours.
Context and individual factors play a significant role in determining the nature and
consequences of aggressive actions.

Moral Judgement: Moral judgment refers to the process of evaluating actions, behaviours, or
decisions based on ethical principles, social norms, and personal values. It involves making
distinctions between right and wrong, good and bad, and determining the moral implications of
a particular situation or action. Moral judgments are influenced by cultural, religious, and
philosophical beliefs, as well as an individual's sense of empathy and fairness. These judgments
guide individuals in their ethical decision-making and behaviour, shaping their perception of
what is morally acceptable or unacceptable.

Achievement Motivation: Achievement motivation is a psychological concept that refers to an


individual's drive or desire to accomplish goals, excel in tasks, and attain success. People with
high achievement motivation are typically more goal-oriented, persistent, and willing to put in
effort to achieve their objectives. This motivation can be fuelled by internal factors, such as
personal satisfaction and a sense of accomplishment, as well as external factors, like
recognition, rewards, or social approval. Achievement motivation plays a significant role in
shaping an individual's behaviour and can influence their performance in various aspects of life,
such as academics, career, sports, or personal pursuits.

6. OBJECTIVES:-

 To investigate the relationship between exposure to violent video games and levels
of aggressiveness among Youth.
 To examine how exposure to violent video games influences the moral judgment of
young individuals.
 To assess the impact of violent video games on the motivation to achieve personal
goals among youth.
 To contribute to the existing body of research on the psychological effects of violent
media on young individuals, specifically focusing on video games.
 To provide evidence-based recommendations for parents, educators, and
policymakers to promote responsible gaming habits and manage potential negative
effects on youth behaviour.

7. HYPOTHESIS:-

1. There is no significant relationship between exposure to violent video games and


levels of aggressiveness among youth.
2. There is no significant difference in moral judgment between youth who are exposed
to violent video games and those who are not.
3. There is no significant difference in achievement motivation between youth who play
violent video games and those who do not engage in such gaming activities.

8. RESEARCH METHOD:-

Research method has an important place in research. The assessment of any research depends
on the research method and its objectives.
Survey Method & Unstructured Interview Method will be Used as Descriptive Research
Method in Our Research.

9. POPULATION:-

Male Youth aged from 18 Years to 35 Years from Mid-Income (2.5 Lack-7 Lack Per Annum)
Families located in Kanpur Nagar, Uttar Pradesh are Going to be Considered as Population.

10. SAMPLE & SAMPLING PROCEDURE:-


Violent Video Game Players and Non-Violent Video Game Players, Both 60+60 = Total 120
People will be taken as Sample.
Random Sampling Method will be Used as Sampling Technique.

11. RESEARCH TOOLS:-

Keeping in view the Problem, Nature, Objectives and Requirements of the study, The following
tools will be Used for Data Collection:

 Unstructured Interviews
 Aggressiveness Questionnaire by G.C. Pati
 Moral Judgement by D. Sinha, Meera Verma
 Achievement Motivation Test

12. STATISTICAL ANALYSIS:-

Following Statistical Methods are Going to be used for Extracting the Results from The Data
Collected:

 Mean
 Standard Deviation (S.D)
 Z-Test

13. DELIMITATIONS OF THE STUDY:-

 Demographically The Study is limited to Kanpur City.


 Only People aged from 18 Years to 35 Years will to be taken as Sample.
 Only Male as Gender is Included in the Study.
 Only People from Mid-Income Groups/Families will be taken as Sample.
14. REFERENCES:-

Baron, R.A. (2023). Social Psychology, Vol. 15th. Pearson Education. pp 339-372.
Byrne, C. A (2016). comparison of the effects of violent and non-violent video games on
aggressive behaviour in adolescent males (Bachelor of Arts in Psychology). Dublin
Business School. Retrieved from http://hdl.handle.net/10788/3043.
Dill, K. E. (2015). The influence of video games on youth: Implications for learning in the new
millennium Lenoir-Rhyne college. Pergamon Journals. Retrieved from
https://www.oecd.org/edu/ceri/39414891.pdf
Dowsett, Andre (2019). The effect of violence and competition within video games on
aggression. Retrieved from https://doi.org/10.1016/j.chb.2019.05.002
Gao, Yuchan. (2016). Reviewing Gratification Effects in Mobile Gaming. Retrieved from
https://www.researchgate.net/publication/316988393_Reviewing_Gratification_Effe
cts_in_Mobile_Gaming
Hasan, Y. (2017). The relationship between violent video games exposure and school
behaviour problems in Qatari schools. American Journal of Applied Psychology, 5(2),
pp 63-67.
Kaur, L. (2018). Video game habits as predictor of aggression life skills and academic
performance of school going adolescents. ShodhGanga. Retrieved from
http://hdl.handle.net/10603/373369.
King, Bruce M. (2018). Statistical Reasoning in The Behavioural Sciences, Vol. 7th. John Wiley
& Sons, Inc. pp 58-74.
Milani, L., Camisasca, E., & Caravita, S. C. S. (2015). Violent video games and children’s
aggressive behaviours: An Italian study. SAGE Open. doi:
10.1177/2158244015599428 sgo.sagepub.com.
Onwukwe, L. C., Njemanze, V. C., Njoku, E. & Obia, W. C. (2017). Effects of violent video
games and violent movies on aggressive behaviour of children in Imo State, Nigeria.
American Journal of Psychology and Cognitive Science, 3(1), pp 1-7.
R., Sudha (2012). The effect psycho physiological of playing violent video games among
children. ShodhGanga. Retrieved from http://hdl.handle.net/10603/19446.
Rideout, V. J., Foehr, U. G., and Roberts, D. F. (2010). Generation M2: Media in the lives of 8-
18 years old. Retrieved from http://www.kff.org/entmedia/upload/8010.pdf.
Singh, A.K. (2004). Advanced General Psychology Vol. 3rd. Motial Banarsidass. pp 559-621.
Stalletti, V. B. (2015). Maddening: The impact of genre on frustration and aggression.
Academic Symposium of Undergraduate Scholarship. pp 33.
Taylor, Shelley E. (2006). Social Psychology, Vol. 12th. Pearson Education. pp 404-439.
Yao, Mengyun (2019). Violent video games exposure and aggression: The role of moral
disengagement, anger, hostility, and disinhibition. Retrieved from
https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6790562

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