Open Access   Article Go Back

A Study On the Effects of Video Games On Behavioral Change

S. Kalaiselvan1 , A.K Branesh2 , B. Senthil Kumar3 , A. Kalimuthu4

Section:Survey Paper, Product Type: Journal Paper
Volume-6 , Issue-12 , Page no. 968-970, Dec-2018

CrossRef-DOI:   https://doi.org/10.26438/ijcse/v6i12.968970

Online published on Dec 31, 2018

Copyright © S. Kalaiselvan, A.K Branesh, B. Senthil Kumar, A. Kalimuthu . This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.

View this paper at   Google Scholar | DPI Digital Library

How to Cite this Paper

  • IEEE Citation
  • MLA Citation
  • APA Citation
  • BibTex Citation
  • RIS Citation

IEEE Style Citation: S. Kalaiselvan, A.K Branesh, B. Senthil Kumar, A. Kalimuthu, “A Study On the Effects of Video Games On Behavioral Change,” International Journal of Computer Sciences and Engineering, Vol.6, Issue.12, pp.968-970, 2018.

MLA Style Citation: S. Kalaiselvan, A.K Branesh, B. Senthil Kumar, A. Kalimuthu "A Study On the Effects of Video Games On Behavioral Change." International Journal of Computer Sciences and Engineering 6.12 (2018): 968-970.

APA Style Citation: S. Kalaiselvan, A.K Branesh, B. Senthil Kumar, A. Kalimuthu, (2018). A Study On the Effects of Video Games On Behavioral Change. International Journal of Computer Sciences and Engineering, 6(12), 968-970.

BibTex Style Citation:
@article{Kalaiselvan_2018,
author = {S. Kalaiselvan, A.K Branesh, B. Senthil Kumar, A. Kalimuthu},
title = {A Study On the Effects of Video Games On Behavioral Change},
journal = {International Journal of Computer Sciences and Engineering},
issue_date = {12 2018},
volume = {6},
Issue = {12},
month = {12},
year = {2018},
issn = {2347-2693},
pages = {968-970},
url = {https://www.ijcseonline.org/full_paper_view.php?paper_id=3449},
doi = {https://doi.org/10.26438/ijcse/v6i12.968970}
publisher = {IJCSE, Indore, INDIA},
}

RIS Style Citation:
TY - JOUR
DO = {https://doi.org/10.26438/ijcse/v6i12.968970}
UR - https://www.ijcseonline.org/full_paper_view.php?paper_id=3449
TI - A Study On the Effects of Video Games On Behavioral Change
T2 - International Journal of Computer Sciences and Engineering
AU - S. Kalaiselvan, A.K Branesh, B. Senthil Kumar, A. Kalimuthu
PY - 2018
DA - 2018/12/31
PB - IJCSE, Indore, INDIA
SP - 968-970
IS - 12
VL - 6
SN - 2347-2693
ER -

VIEWS PDF XML
551 351 downloads 204 downloads
  
  
           

Abstract

This research paper aimed to study the effect of video games and violence behaviour of the college students. Also, this research tries to study the relationship between the exposure level and the aggressiveness level. Prolonged exposure to video games, even the mundane ones, leads to repetitive stress injuries or addiction. Playing video games with violent content are linked to more aggressive behavior in teens. In interactive video games, players are encouraged to identify with and role plays their favorite characters. In a video game about stockcars, winning may mean winning the race. Many of the popular games played by the youngsters have fighting sequence. Violent video games do increase aggression, but other factors contribute to real life violent behavior and it is the parent’s responsibility to imprint good morals onto the child. Violent video games are significantly associated with: increased aggressive behaviour, thoughts, and affect; increased physiological arousal; and decreased prosaically (helping) behaviour. But it helps to flush out one’s anger, stress and depression. Aggressive behaviors occur in natural environments does not make them "normal" play behavior, but it does increase the face validity of the measures. Younger children are more negatively affected than young adults and males are more affected than females. The practiced youngsters can handle the stress better than others who don’t play. Also, they can actually feel less depressed and stressful. Non frequent players are consistently affected by brief exposures. The development of the increased aggressive behaviour is linked to the amount of time youngsters are allowed to use video games. There are plenty of research opportunity is available in the field of game addiction and behavioural change.

Key-Words / Index Term

Video games, Aggressive behaviour, Stress, Violence, Depression, Physiological Arousal, Role play

References

[1] Gore, Tipper. “Raising PG Kids In An X-Rated Society”, Nashville, TN: Abingdon Press 256-310, 1987.
[2]. Grossman, Dave & Gloria, De Gaetano. “Stop Teaching Our Kids To Kill: A Call To Action Against TV”, Movie & Video Game Violence. New York, NY: Crown Publishers 80-85, 1999.
[3]. Wimmer & Domnick, “Mass Media Research Processes, Approaches, and Applications”, India Edition Wadsworth Publication, New Delhi, 2006
[4]. Hughes, Donna R., & Pamela T. Campbell. “Kids Online: Protecting Your Children in Cyber space” Grand Rapids, MI: Fleming H. Revell. 60-154 1998
[5]. James, Torr D. (Ed.). “Is Media Violence A Problem?”, San Diego, CA: Green haven Press, Inc. (2002). 50-75, 2002
[6]. Levine, Madeline. “Viewing Violence: How Media Violence Affects Your Child’s and Adolescent’s” 2010
[7]. David Bond, “The effects of the violent video games on aggressive behavior and the relationship”, Thesis, university of south Florida, 2011
[8]. Praveen, “the impact of video gaming on students: An embrical study, Research gate, 2018
[9]. Anna, “meta analysis of the relationships between video game play and physical aggression”, SCI, 2018
[10]. Mehran, “A canadian national study, child”, SCI, pp 254.2582013.