Humanities
  • ISSN: 2155-7993
  • Journal of Modern Education Review

Factors Associated with the Use of Video Games: Aggression, Domestic Violence, and Depression


Patricia Martínez Lanz, María Antonieta Rebeil Corella, Clemente Sánchez Uribe 
(Psychology Research Department, Universidad Anáhuac México Norte, México)


Abstract: The objective of this study was to examine the differences between depressive symptoms, family violence, and aggression in students with different levels of exposure to violence in video games. We selected a nonrandom sample of 401 college students (58.5% male and 41.5% female), ranging in age from 17 to 27 years. We used the Center for Epidemiologic Studies Depression Scale; to assess domestic violence, we designed a scale of 16 reagents, which measures: verbal aggression, physical aggression, humiliation, and respect (a = 0.83). We created a scale of 13 items to assess aggression (a = 0.83). On the use of video games, the students were asked whether they used them or not, why they play, the approximate amount of time a week they spend playing them, their favorite game, and whether the video games they use have violent content and what type. The main findings showed significant differences in the three variables examined, where the young, who had a greater level of exposure to video games with violent content, had more symptoms of depression, domestic violence, and aggressive behavior compared with students with minor or no exposure to violence in video games.


Key words: video games, depression, aggression, violence, students

 

 

 

 





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