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By: Rafael B. Gubalane Ian Vor A. Cohitmingao Mark Marshall E.

Patigdas

War games have been the subject of much debate over the years. Other researchers want to find out the negative and positive effects of computer war games. The study intends to find out whether computer war games increases aggression level of high school students. This research is supported by theories that can be classified into nature which means innate influence on aggression and nurture which means social and situational influences on aggression. We are going to give questionnaires to 100 high school students from Compostela National High School. These questionnaires are used to measure the level of aggressiveness among computer war gamers and non- computer war gamers. After we have gathered the results, the researchers found out that there is no significant difference between the non- computer war gamers and computer war gamers in their levels of aggression. The researchers would recommend the students to control their behavior in playing war games, furthermore limit their playing time to avoid the negative effects of war games specifically aggression.

Computer war games have been a major impact on how people, especially the youth, spend their leisure time. Adolescence starts at 10-18 years old which is the common age range of high school students in the Philippines. Aggression is the behavior of the student intended to injure another person. Aggression and aggressive behaviors have been a recent issue in the Philippines, in fact a survey by UNICEF and Plan International, found out that violence is present and part of school life. In Cebu, there are a lot of internet caf around schools. Bandura stated, that we learn from the examples of others.

Statement of the Problem


The study intends to find out whether computer war games increases aggression level of high school students. Specifically, the study attempts to answer if there is a significant difference between the non- computer war gamers and computer war gamers in their levels of aggression.

Statement of the Hypothesis


Ho: There is no significant difference between the noncomputer war gamers and computer war gamers in their levels of aggression.

This study will be significant in identifying whether computer war games increases aggression level of high school students.

This study will be beneficial to:

School Administrators

Teachers
Parents Government Students

Future Researchers

Innate Influences on Aggression, Freud (1920) asserts that in every human there is a life instinct which motivates human being to preserve and reproduce themselves. Konard Lorenz (1966) saw the will to live and the will to aggress as entirely compatible.

Social and Situational Influences on Aggression, The power of models to modify behavior is crucial an Albert Banduras (1977b) social learning theory.

Computer war games- computer games whose themes are to kill and its objective is to destroy the opponent. Computer games that shows violence. Non- computer war games- games that doesnt have themes of violence and war. Computer war gamers- refer to students who extremely play computer war games for approximately 20 hours per week. Non-computer war gamers- refer to students that dont play computer war games.

Aggressiveness- The act of being aggressive.

Aggression is described as the behavior that is intended to injure another person (Baron & Richardson, 1994; Berkowitz, 1993). Anderson and Dil (2000) present two different studies using different methods to find out the relationship of the aggression and violent computer games. Anderson and his team also made a metaanalysis on 130 research reports worldwide. Wang (2011), found out that young adults showed less activation in certain frontal brain regions following a week of playing violent video games. Kartha (2011) found out that indulging in games that have a lot of shooting and killing increases the emotion of anger in children (age 8).

RESEARCH DESIGN
A quantitative-descriptive survey design is used in this research to describe the characteristics of the independent variable which is the computer war games, whether it could increase the respondents aggression level.

RESEARCH ENVIRONMENT
The research will be conducted at Compostela National High School, at Poblacion, Compostela, Cebu. The school is also 100 meters away from the main road and there are three to four internet cafes around it.

RESEARCH SUBJECTS The respondents are high school students of Compostela National High School, specifically 13-16 years old. Researchers will then randomly select the 50 non computer war game players and 50 computer war game players.

RESEARCH INSTRUMENT Buss-Perry Aggression Questionnaire (BPAQ; Buss & Perry, 1992) RESEARCH PROCEDURE First, the researchers will go to the class rooms, the students who are in the age range of 13-16 years old are requested to transfer to the front part of the class room. Next, the researchers are going to orient what they will do and discuss the difference between computer war games and noncomputer war games. In order to determine whether a student is a computer war gamer and non-war gamer, the researchers will give a simple checklist to students who are under the parameter for desirable respondents and the checklist will be collected. The researchers will collect and analyze the data. The students will be divided into two groups is a computer war gamer or a non-computer war gamer. The researchers are going to take out the respondents who are chosen as war gamers from their classrooms and asked to go to the AVR, the chosen respondents will be given the Buss-Perry Aggression Questionnaire to measure the aggressiveness level of the respondents. The questionnaires will be collected by the researchers after they are done answering. respondents will be oriented of the objective and purpose of this study and respondents will be then dismissed. The researchers are going to do this procedure again, but this time the questionnaires will be given to students who are chosen as non- war gamers. In the end, the results of both computer war gamers and non- computer war gamers will be interpreted.

The T-test assesses whether the means of two groups are statistically different from each other. This statistical treatment is appropriate whenever you want to compare the means of two groups. The researchers are going to use T-test of independent means to find whether there is a significant difference between the scores of computer war gamers and non- computer war gamers.

THAT IN ALL THINGS GOD MAYBE GlORIFIED