ISSN: 2310-337X
©TIARJ Publications, 2014 www.tiarj.com Induction of Violent Characters through Video Games: A case study of Primary School going Children in Pakistan
1
1
Hina Fatima and 2 Ayesha Ashfaq
Postgraduate Student (Communication Studies) University of the Punjab Lahore Pakistan.
2
PhD Fellow School of Communication Universiti Sains Malaysia, Penang Malaysia
Lecturer, Institute of Communication Studies University of the Punjab Lahore Pakistan
Abstract: This study explores the effects of violence in video games on the behavior of the children and to bring awareness about its harmful effects. The research methodology is survey and in the questionnaire, strategy of both open ended and close ended questions is adopted. For this purpose 150 children from three different schools of Lahore Pakistan are selected as a sample of the study. The theoretical support of the study is social cognitive theory which explains learning through observation and model. The study concludes that violence in video games creates a negative impact on children behavior and increase the level of aggression in them and they engage in fights with their peers. Children also try to copy those violent acts which they play in video games.
Keywords: Violent Videogames, Effects, Aggression, Social learning behavior.
I.
The effects depend upon the nature of the videogames that can be violent and non-violent. For instance, there are different games in the market like
Brain Age, Flash Focus: Vision Training in Minutes a
Day, My Spanish Coach, and Left Brain Right Brain that aims to develop learning, skills, vocabulary, and math among players. There are also games that are considered as educational video games. These educational video games are subject oriented and used for educational purpose for instance algebra (Corbett,
Koedinger, & Hadley, 2001), biology (Ybarrondo,
1984),
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