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I - Introduction
Our world as we know it has always been prone to change. That includes us, the
people who live in it. And as the world change, we adapt to it. We teach ourselves to
work with it but that did not stop us from also changing the forms of our entertainment.
Not only since the mid 1970’s when the invention of the modern computers became an
international uproar. The invention of the computer awakened the mind of people
technological things but one notable invention is that the invention of video games. Not
to be confused with the first video game Pong; first invented in the early 1970’s, where
available to be played in various consoles that makes it more accessible than others.
The very first video game available in console was invented not long after the first video
game for arcades was invented. After only a few months, the very first video game was
invented. The video game was named “Brown Box” produced by an engineer named
Ralph Baer along with his then coworkers Bill Harrison and Bill Rusch. They have first
started creating prototypes between 1967 and 1969 only for it to be released in 1972
through the company Magnavox. After the company Magnavox paved a way, not only
video games but also video game consoles came through the spotlight making video
But not long after the increase in popularity of video games, arises problems.
Video games are now being accused as the reason behind the increase of behavioral
healthline.com, written by Amber Erickson Gabbey and Tim Jewell, medically reviewed
by Timothy J. Legg, Ph.D., is an unusual behavior that may cause physical and
emotional harm towards other people through verbal or physical abuse. People with this
condition may experience occasional outburst of aggressiveness that may possibly lead
breakdowns, they might also feel irritable and restless that may lead them to be easily
simple matter that can be taken lightly, rather, the researchers used this as an
opportunity to conduct a research paper about the most controversial topic on whether
video games causes violence or it does not. The researcher also added a personal
question out of curiousness and that is whether the amount of time playing video games
affects the level of behavioral aggressiveness of the youth especially amongst the
students.
Chapter II – Background
In the previous pages, it is stated that the video game industry begun during the
mid-1970’s where in the company Magnavox released the very first video game known
as “Brown Box” and since then the video game industry has been flourishing until the
present(2019). As of now, the video game industry are facing backlash especially from
the older generations. The video games are being accused as the root of the increased
behavioral aggressiveness amongst the youth. Most accusers are from the generation
believe that these elder generations only blame video games for the ongoing violence
due to them not fully experiencing it. The researcher presumed that the younger
generations do have a point and concluded that they do have an acceptable argument.
But considering the argument of the elderlies, video games as we know it can be
violent. There is no secret to it and even the video game industry does not deny this.
Knowing that there are possible violent elements, it is not unexpected that there will be
Considering that both parties have valid arguments, this sparked an interest among the
researchers that led them into conducting a deeper study for the said topic, the
researchers aim to educate not only themselves but also the possible audiences that
this research will have. The researchers have decided to handle the topic that involves
the possible effects of video game towards the youth especially students through the
amount of time they spend playing video games and how it can affect their behavioral
officials.
The research focuses on how video games and the amount of time spent playing
affects the behavioral aggressiveness of the students. This is a fairly old topic but has
been opened up again due to the variety of video games and video game consoles that
are being produced nowadays. As early as the 2000’s, video games have always been
a topic for discussion among parents and on how it can be a possible cause for their
children to be violent and aggressive. In recent researches, there has been a variety of
Vegas named Benjamin Burroughs stated that there are studies that showed an
increase on violent thoughts but only for a short term. Some studies from 2006
according to https://learningenglish.voanews.com/a/is-there-a-link-between-video-
by researchers from Indiana University. It was stated that teenagers who played video
games displayed higher levels of emotional arousal that is most likely to be fear or
anger. Aside from the mentioned researches, there is a particular theory from Craig A.
progress on the study of human aggression. It also mentions how media violence, that
can also include video games, can affect the aggressiveness of a person be it in a short
or long term way. By pursuing this theory, the researchers are then set to explore this
study that they will mainly focus on how this aggressiveness effect from media violence,
that can also come from video games, affect the students not only in their school but
According to Limos, M.A (2019) during the reign of the late president Ferdinand
E. Marcos, video games were banned by him due to the stigma that states that video
game mostly causes violence. Limos’ article also confirmed that the World Health
Furthermore, the article also mentions the small percentage of people who were
diagnosed with video game disorder that also adds more bad reputation or stigma
According to Castillo, R. (2016) there is significant studies that show how video
games affect a child’s brain in a negative manner. Castillo’s article is mostly focused on
the negative effects of a video game. The article pointed out that video games cause
comprehension. Even though there are studies that show that video games can also
negative effects of playing video games and is a possible nuisance in a long term run.
contrary to popular beliefs and stigmas, video games has a bundle of positive effects
that it can give to it’s users. A proven scientific study by Granic, I. (2014) and her
research titled “The benefits of Playing Video Games”, states that video games does
According to Hirsch, l. (2018) video games can only affect the child’s behavior
only if their play exceeds the amount of time a child should be spending playing video
games. Usually, the cause of the child’s excessive gaming is due to the parent’s
carelessness. Parents that lacks in giving attention and care to their child ends up
having children with video game addiction disorder that is usually gets past the parent’s
Studies provided by Maldonado, M. (2018) states that there are existing debates
on whether the violence that appears on video game can translate into reality, in a way
that the person that plays video game shows attitude or action that is similar to the
video game that they play that can possibly be a violent one. It is common knowledge
that parents only wants what is best for their children. That is why the debate on video
of Rochester, N.Y that focused on the psychological effects of video games. The study
pointed out that the experiences of the person playing video games are more significant
than the actual content of the game. The results of the said studies concluded that the
school students?
2. What is the minimum amount of time spent playing video games that has still
3. Are the male students more aggressive than the opposite sex?
4. Is there a certain type of games that is the major contributor to the behavioral
emotional aggression?
6. What is the maximum amount of time these students have spent playing to
2.4 – Hypothesis
the amount of time they spent playing video games is more than 10 hours.
2. Students whom only spent a minimum of five hours playing video games are
3. The kind of video games that can actually affect the student’s behavior are the
ones that are already labeled as violent even by the game producers and gamers
themselves.
4. The researchers hypothesizes that video games does not affect the student’s
5. The amount of time spent during playing video games contributes significantly
design where in the researchers are set to focus on connecting the relationship between
the amount of time spent playing video games and the behavioral aggressiveness levels
of a student.
The participants that will be included in this research are based from San
Fernando, Pampanga. The researchers chose this locale due to the benefits it can offer
In this study, the researcher will be using 2 kinds of instrument. First is the
questionnaire that may consist of question related on whether the student answering
plays games and such. Second, the researchers will be behavioral aggressiveness test
to evaluate the type and level of aggression of the students. The aggressive test we will
Datas will primarily be collected through 30 possible participants. The said data
information will be collected through the two mentioned instrument that the researchers
will be using. The questionnaire will help on deciding whether the said participants are
player and then the behavioral aggressiveness test can decipher their place and level
The data gathered using questionnaires will be analyzed using analytical thinking
of each individual researcher that will be then compiled and presented. The data
gathered through the aggression test will be analyzed through the help of the given
Fatima University. Age, gender and strand will be disregard and all participants will be
completely random.
4.0 - Results
questionnaires were answered fully by 30 random Grade 12 senior high school students
The questionnaires have two parts, the first part is the Demographic
Profile in which they will write their name, age, and gender.
The second part is the Buss Perry Aggression Questionnaire where in it uses a
statements relates to the respondents. The questionnaire’s end results will give you the
level of you Physical Aggression, Verbal Aggression, Hostility and Anger. The outcomes
will come out as 0.001 to 1 scale wherein 0.001 being the lowest and the latter being
the highest.
Demographics:
Gender
30
25
20
15 18 male
female
10 12
0
male female
Age
30
25
20 22 16
15 17
18
10
19
5
6
1 1
0
16 17 18 19
Out of 30 respondents, there are 3.33% who are 16 years old, 73.3% are 17 years old, 20%
are 18 years old , and 3.33% are 19 years old.
Strand
30
25
20 22
HUMSS
15 ABM
STEM
10 GAS
5
5
3 0
0
HUMSS ABM STEM GAS
Out of 30 respondents, 10% are HUMSS, 16.66% are ABM, 73.33% are STEM and 0% is from GAS
10
8 9
2 3
0
9 hours below 10 hours above
16
14
12
10
10
8
8
6
0
9 hours and below 10 hours and above
11
8
5 5
1
Out of 30 respondents, there are 36.66% that answered extremely uncharacteristic, 16.66 % that
answered somewhat characteristic, 26.66% answered neither characteristic nor characteristic, 16.665
answered somewhat characteristic and 3.33% answered extremely characteristic.
8 8 7
6
1
Out of 30 respondents, there are 20% that answered extremely uncharacteristic, 3.33 % that
answered somewhat characteristic, 26.66% answered neither characteristic nor characteristic, 26.66%
answered somewhat characteristic and 23.33% answered extremely characteristic.
12
8 7
2 1
Out of 30 respondents, there are 6.66% that answered extremely uncharacteristic, 26.66 % that
answered somewhat characteristic, 40% answered neither characteristic nor characteristic, 23.33%
answered somewhat characteristic and 3.33% answered extremely characteristic.
9 9
6
3 3
Out of 30 respondents, there are 10% that answered extremely uncharacteristic, 10 % that answered
somewhat characteristic, 20% answered neither characteristic nor characteristic, 30% answered
somewhat characteristic and 30% answered extremely characteristic
25
20
15
10 Series 1
9
5 8
7
4 2
0
extremely somewhat neither somewhat extremely
uncharacteristic uncharacteristic characteristic characteristic characteristic
nor
characteristic
Out of 30 respondents, there are 30% that answered extremely uncharacteristic, 13.33 % that
answered somewhat characteristic, 23.33% answered neither characteristic nor characteristic, 26.66%
answered somewhat characteristic and 6.66% answered extremely characteristic
OUR LADY OF FATIMA UNIVERSITY
PAMPANGA CAMPUS BASIC EDUCATION DEPARTMENT
The relationship between aggressive behavior and the time spent
playing video games
25
20
15
10
9
5 7 7
6
1
0
extremely somewhat neither somewhat extremely
uncharacteristic uncharacteristic characteristic nor characteristic characteristic
characteristic
Out of 30 respondents, there are 23.33% that answered extremely uncharacteristic, 20 % that
answered somewhat characteristic, 30% answered neither characteristic nor characteristic, 23.33%
answered somewhat characteristic and 3.33% answered extremely characteristic
25
20
15
10
10
8
5
5
3 4
0
extremely somewhat neither somewhat extremely
uncharacteristic uncharacteristic characteristic nor characteristic characteristic
characteristic
Out of 30 respondents, there are 10% that answered extremely uncharacteristic, 33.33% that
answered somewhat characteristic, 26.66% answered neither characteristic nor characteristic, 16.66%
answered somewhat characteristic and 13.33% answered extremely characteristic
OUR LADY OF FATIMA UNIVERSITY
PAMPANGA CAMPUS BASIC EDUCATION DEPARTMENT
The relationship between aggressive behavior and the time spent
playing video games
25
20
15
10
11
5 8
6
4 1
0
extremely somewhat neither somewhat extremely
uncharacteristic uncharacteristic characteristic nor characteristic characteristic
characteristic
Out of 30 respondents, there are 26.66% that answered extremely uncharacteristic, 20 % that
answered somewhat characteristic, 36.66% answered neither characteristic nor characteristic, 13.33%
answered somewhat characteristic and 3.33% answered extremely characteristic
25
20
15
10
9
5
6 6
5
4
0
extremely somewhat neither somewhat extremely
uncharacteristic uncharacteristic characteristic nor characteristic characteristic
characteristic
Out of 30 respondents, there are 20% that answered extremely uncharacteristic, 20 % that answered
somewhat characteristic, 30% answered neither characteristic nor characteristic, 16.66% answered
somewhat characteristic and 13.33% answered extremely characteristic
OUR LADY OF FATIMA UNIVERSITY
PAMPANGA CAMPUS BASIC EDUCATION DEPARTMENT
The relationship between aggressive behavior and the time spent
playing video games
25
20
15
10
11
9
5
5
2 3
0
extremely somewhat neither somewhat extremely
uncharacteristic uncharacteristic characteristic nor characteristic characteristic
characteristic
Out of 30 respondents, there are 16.66% that answered extremely uncharacteristic, 36.66 % that
answered somewhat characteristic, 30% answered neither characteristic nor characteristic, 6.66%
answered somewhat characteristic and 3.33% answered extremely characteristic
25
20
15
13
10
5 7
3 4 3
0
extremely somewhat neither somewhat extremely
uncharacteristic uncharacteristic characteristic nor characteristic characteristic
characteristic
Out of 30 respondents, there are 43.33% that answered extremely uncharacteristic, 23.33% that
answered somewhat characteristic, 10% answered neither characteristic nor characteristic, 13.33%
answered somewhat characteristic and 10% answered extremely characteristic
OUR LADY OF FATIMA UNIVERSITY
PAMPANGA CAMPUS BASIC EDUCATION DEPARTMENT
The relationship between aggressive behavior and the time spent
playing video games
25
20
15
10
8
5 7 7
4 4
0
extremely somewhat neither somewhat extremely
uncharacteristic uncharacteristic characteristic nor characteristic characteristic
characteristic
Out of 30 respondents, there are 13.33% that answered extremely uncharacteristic, 23.33% that
answered somewhat characteristic, 26.66% answered neither characteristic nor characteristic, 23.33%
answered somewhat characteristic and 13.33% answered extremely characteristic
25
20
15
10
9
8
5
6
3 4
0
extremely somewhat neither somewhat extremely
uncharacteristic uncharacteristic characteristic nor characteristic characteristic
characteristic
Out of 30 respondents, there are 2 6.66% that answered extremely uncharacteristic, 30% that
answered somewhat characteristic, 20% answered neither characteristic nor characteristic, 10%
answered somewhat characteristic and 13.33% answered extremely characteristic
OUR LADY OF FATIMA UNIVERSITY
PAMPANGA CAMPUS BASIC EDUCATION DEPARTMENT
The relationship between aggressive behavior and the time spent
playing video games
25
20
15
10
8 9
5 7
3 3
0
extremely somewhat neither somewhat extremely
uncharacteristic uncharacteristic characteristic nor characteristic characteristic
characteristic
Out of 30 respondents, there are 10% that answered extremely uncharacteristic, 26.66 % that
answered somewhat characteristic, 23.33% answered neither characteristic nor characteristic, 30%
answered somewhat characteristic and 10% answered extremely characteristic
25
20
15
10
9
5
6 6 6
3
0
extremely somewhat neither somewhat extremely
uncharacteristic uncharacteristic characteristic nor characteristic characteristic
characteristic
Out of 30 respondents, there are 20% that answered extremely uncharacteristic, 10 % that answered
somewhat characteristic, 20% answered neither characteristic nor characteristic, 40% answered
somewhat characteristic and 20% answered extremely characteristic
OUR LADY OF FATIMA UNIVERSITY
PAMPANGA CAMPUS BASIC EDUCATION DEPARTMENT
The relationship between aggressive behavior and the time spent
playing video games
25
20
15
10
5 8
5 6 5 6
0
extremely somewhat neither somewhat extremely
uncharacteristic uncharacteristic characteristic nor characteristic characteristic
characteristic
Out of 30 respondents, there are 1 6.66% that answered extremely uncharacteristic, 20 % that
answered somewhat characteristic, 26.66% answered neither characteristic nor characteristic, 16.66%
answered somewhat characteristic and 20% answered extremely characteristic
25
20
15
16
10
9
5
3 2 0
0
extremely somewhat neither somewhat extremely
uncharacteristic uncharacteristic characteristic nor characteristic characteristic
characteristic
Out of 30 respondents, there are 10% that answered extremely uncharacteristic, 6.66% that
answered somewhat characteristic, 53.33% answered neither characteristic nor characteristic, 23.33%
answered somewhat characteristic and 0% answered extremely characteristic
OUR LADY OF FATIMA UNIVERSITY
PAMPANGA CAMPUS BASIC EDUCATION DEPARTMENT
The relationship between aggressive behavior and the time spent
playing video games
25
20
15
10
9
5 7
6 6
2
0
extremely somewhat neither somewhat extremely
uncharacteristic uncharacteristic characteristic nor characteristic characteristic
characteristic
Out of 30 respondents, there are 20% that answered extremely uncharacteristic, 20 % that answered
somewhat characteristic, 43.33% answered neither characteristic nor characteristic, 30% answered
somewhat characteristic and 6.66% answered extremely characteristic
25
20
15
10
10
8
5
4 4 4
0
extremely somewhat neither somewhat extremely
uncharacteristic uncharacteristic characteristic nor characteristic characteristic
characteristic
Out of 30 respondents, there are 13.33% that answered extremely uncharacteristic, 26.66 % that
answered somewhat characteristic, 13.33% answered neither characteristic nor characteristic, 33.33%
answered somewhat characteristic and 13.33% answered extremely characteristic
OUR LADY OF FATIMA UNIVERSITY
PAMPANGA CAMPUS BASIC EDUCATION DEPARTMENT
The relationship between aggressive behavior and the time spent
playing video games
25
20
15
10 12
9
5
6 6
3
0
extremely somewhat neither somewhat extremely
uncharacteristic uncharacteristic characteristic nor characteristic characteristic
characteristic
Out of 30 respondents, there are 20% that answered extremely uncharacteristic, 10% that answered
somewhat characteristic, 20% answered neither characteristic nor characteristic, 30% answered
somewhat characteristic and 40% answered extremely characteristic
25
20
15
10
9
5 7
6
5
3
0
extremely somewhat neither somewhat extremely
uncharacteristic uncharacteristic characteristic nor characteristic characteristic
characteristic
Out of 30 respondents, there are 20% that answered extremely uncharacteristic, 30 % that answered
somewhat characteristic, 16.66% answered neither characteristic nor characteristic, 23.33% answered
somewhat characteristic and 10% answered extremely characteristic
OUR LADY OF FATIMA UNIVERSITY
PAMPANGA CAMPUS BASIC EDUCATION DEPARTMENT
The relationship between aggressive behavior and the time spent
playing video games
25
20
15
10
9
5 7 7
6
1
0
extremely somewhat neither somewhat extremely
uncharacteristic uncharacteristic characteristic nor characteristic characteristic
characteristic
Out of 30 respondents, there are 23.33% that answered extremely uncharacteristic, 20 % that
answered somewhat characteristic, 23.33% answered neither characteristic nor characteristic, 30%
answered somewhat characteristic and 3.33% answered extremely characteristic
25
20
15
10
10
9
5
6
4 1
0
extremely somewhat neither somewhat extremely
uncharacteristic uncharacteristic characteristic nor characteristic characteristic
characteristic
Out of 30 respondents, there are 30% that answered extremely uncharacteristic, 13.33% that
answered somewhat characteristic, 33.33% answered neither characteristic nor characteristic, 20%
answered somewhat characteristic and 3.33% answered extremely characteristic
OUR LADY OF FATIMA UNIVERSITY
PAMPANGA CAMPUS BASIC EDUCATION DEPARTMENT
The relationship between aggressive behavior and the time spent
playing video games
25
20
15
13
10
5
5 5
4 3
0
extremely somewhat neither somewhat extremely
uncharacteristic uncharacteristic characteristic nor characteristic characteristic
characteristic
Out of 30 respondents, there are 13.33% that answered extremely uncharacteristic, 16.66 % that
answered somewhat characteristic, 43.33% answered neither characteristic nor characteristic, 16.66%
answered somewhat characteristic and 10% answered extremely characteristic
25
20
15
10
9 9
5
4 5 3
0
extremely somewhat neither somewhat extremely
uncharacteristic uncharacteristic characteristic nor characteristic characteristic
characteristic
Out of 30 respondents, there are 13.33% that answered extremely uncharacteristic, 16.66 % that
answered somewhat characteristic, 30% answered neither characteristic nor characteristic, 30%
answered somewhat characteristic and 10% answered extremely characteristic
OUR LADY OF FATIMA UNIVERSITY
PAMPANGA CAMPUS BASIC EDUCATION DEPARTMENT
The relationship between aggressive behavior and the time spent
playing video games
25
20
15
10
9
5 7 7
4 3
0
extremely somewhat neither somewhat extremely
uncharacteristic uncharacteristic characteristic nor characteristic characteristic
characteristic
Out of 30 respondents, there are 23.33% that answered extremely uncharacteristic, 16.66% that
answered somewhat characteristic, 30% answered neither characteristic nor characteristic, 30%
answered somewhat characteristic and 10% answered extremely characteristic
25
20
15
10
9
8
5 7
3 3
0
extremely somewhat neither somewhat extremely
uncharacteristic uncharacteristic characteristic nor characteristic characteristic
characteristic
Out of 30 respondents, there are 26.66% that answered extremely uncharacteristic, 23.33 % that
answered somewhat characteristic, 30% answered neither characteristic nor characteristic, 10%
answered somewhat characteristic and 10% answered extremely characteristic
OUR LADY OF FATIMA UNIVERSITY
PAMPANGA CAMPUS BASIC EDUCATION DEPARTMENT
The relationship between aggressive behavior and the time spent
playing video games
25
20
15
10
10
8
5
5 5
2
0
extremely somewhat neither somewhat extremely
uncharacteristic uncharacteristic characteristic nor characteristic characteristic
characteristic
Out of 30 respondents, there are 33.33% that answered extremely uncharacteristic, 16.66 % that
answered somewhat characteristic, 26.66% answered neither characteristic nor characteristic, 16.66%
answered somewhat characteristic and 6.66% answered extremely characteristic
"I get into fights a little more than the average person."
30
25
20
15
13
10
5
6
5
2 4
0
extremely somewhat neither somewhat extremely
uncharacteristic uncharacteristic characteristic nor characteristic characteristic
characteristic
Out of 30 respondents, there are 43.44% that answered extremely uncharacteristic, 6.66 % that
answered somewhat characteristic, 16.66% answered neither characteristic nor characteristic, 20%
answered somewhat characteristic and 13.33% answered extremely characteristic
OUR LADY OF FATIMA UNIVERSITY
PAMPANGA CAMPUS BASIC EDUCATION DEPARTMENT
The relationship between aggressive behavior and the time spent
playing video games
10
8
8
6 0.50 and below
0.51 and above
4
4
2
0
0.50 and below 0.51 and above
10
8 9
2 3
0
0.50 and below 0.51 and above
10
0
0.50 and below 0.51 and above
10
8
8
6 0.50 and below
0.51 and above
4
4
2
0
0.50 and below 0.51 and above
16
14
12
10 11
0.50 and below
8
0.51 and above
6 7
4
0
0.50 and below 0.51 and above
16
14
12 13
10
0.50 and below
8
0.51 and above
6
4 5
2
0
0.50 and below 0.51 and above
16
14
12
12
10
0.50 and below
8
0.51 and above
6
6
4
0
0.50 and below 0.51 and above
16
14
12
10
10 0.50 and below
8
0.51 and above
8
6
0
0.50 and below 0.51 and above
25
20
19
15
10
11
0
0.50 and below 0.51 and above
25
20 22
15
10
8
5
0
0.50 and below 0.51 and above
25
20
19
15
10
11
0
0.50 and below 0.51 and above
25
20
18
15
10 12
0
0.50 and below 0.51 and above
11
9
9
7
3 4
1
0.50 and below 0.51 and above
11
9
9
7
3 4
1
0.50 and below 0.51 and above
11
9 10
3
3
1
0.50 and below 0.51 and above
11
9 10
3
3
1
0.50 and below 0.51 and above
15
13
11
9
9
7 8
5
1
0.50 and below 0.51 and above
15
13
11 12
9
5
5
3
1
0.50 and below 0.51 and above
15
13
11
9 10
7 8
5
1
0.50 and below 0.51 and above
15
13
11
9 10
7 8
5
1
0.50 and below 0.51 and above
Chapter V
5.0 – Discussion
As most of us know the video game industry are booming these days as most of
their customers are a variety of generation, gender and social standing but we also
know that a number of people are against it.
This is what the researchers wanted to deal with. To handle and educate the
people who are ignorant about the effects of video games but in this research, the
researchers mostly focused on whether video games has an effect towards the
aggressive behavior of its respondents, specifically grade 12 senior high school
students of Our Lady of Fatima University.
What the researchers have conclude from the gathered outcomes that they have
is that from Limos, M.A (2019)’s article is that even though the world health organization
has already declared that video game addiction disorder is officially a diagnosable
disorder, most of the respondents that the researchers have surveyed mostly played for
fun and also out of boredom.
From Castillo, R.(2016)’s article it states that an extended period of time playing
video games might cause negative effects towards the player’s brain. The researcher’
Aggression test outcome can testify that it can always depend on the person as the
results revealed that the physical aggression, verbal aggression, hostility and anger of a
person that spends less than 9 hours of playing is higher than those who spend 10
hours and more.
Despite Hirsch, I(2018)’s statement that only extend periods of time can affect
the gamer’s brain in a negative way, the researcher’s test outcomes disagree as most of
the players that play less than 9 hours are more aggressive than those who spend 10 or
more hours.
According to Maldonado, M. (2018)’s research, the type of video game that the
player plays might affect the understanding of it’s player as they might translate it to
reality. But the researcher’s test outcomes shows that even the most basic game can
cause physical and verbal aggression as well as hostility and anger,
5.1 – Conclusion
Based on the two tests that the researchers provided, here are what they have
concluded as outcome of their research.
The male and female respondents that spent more than 10 hours playing
video games did not show unusual behavioral aggression than their counter parts
that only plays 9 hours or less.
The researchers concluded that since most of their respondent were in the
age of 17 years old, their understanding and maturity are also in higher levels
that might have resulted in them not taking seriously the games.
Chapter VI
6.0 – Recommendations
As students and future leaders of this world, we must extend our patience
especially when trying to understand certain matters that we don’t have firsthand
experience with. Just like the researchers’ topic, the target respondents were one of the
most generalized groups of people on our current generation. That is why empathy and
patience are one of the values that we need to have in ourselves these days.
Many obstacles were faced during the researchers’ time conducting the
research. That is why the researchers’ advice is that to make sure that you future
researchers have enough time to conduct the said research. Also, one of the slumps
that the researchers’ experienced is being held back by their own selves. In conclusion,
future researchers must have the will power to do so in order to have a reliable outcome
that may contribute and help other future researchers.