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Induction of Violent Characters through Video Games: A case study of Primary School going Children in Pakistan 1 Hina Fatima and 2 Ayesha Ashfaq

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Induction of Violent Characters through Video Games: A case study of Primary School going Children in Pakistan 1 Hina Fatima and 2 Ayesha Ashfaq
The International Asian Research Journal 02(03): pp.17-24, 2014
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),



References: Abrams, A. (1986, January). Effectiveness of interactive video in teaching basic (2009). Video Game Effects—Confirmed, Suspected, and Speculative: A Review of the The International Asian Research Journal 02(03): pp.17-24, 2014 Evidence A. (2006). Chronic violent video game exposure and desensitization to violence: coercion. Journal of Personality and Social Psychology, 84, 1027-1040. 13. Cram, F., & Ng, S., H. (1999). Consumer socialization 14. Dil, K., E. & Dil, J. C.(1998). Video game violence: a review of the empirical literature. Aggression and Violent Behaviour,3(4), 407428. 15. Green, C. S., & Bavelier, D. (2003). Action video game modified visual selective attention. Byrd, P. (2007). It’s all fun and games until someone gets hurt:The effectiveness of 16. Green, C. S., & Bavelier, D. (2006).

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