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Aggression in the context of playing violent computer games

Identifikátory výsledku

  • Kód výsledku v IS VaVaI

    <a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F61989592%3A15410%2F20%3A73605767" target="_blank" >RIV/61989592:15410/20:73605767 - isvavai.cz</a>

  • Výsledek na webu

    <a href="https://obd.upol.cz/id_publ/333185653" target="_blank" >https://obd.upol.cz/id_publ/333185653</a>

  • DOI - Digital Object Identifier

    <a href="http://dx.doi.org/10.21125/iceri.2020.0079" target="_blank" >10.21125/iceri.2020.0079</a>

Alternativní jazyky

  • Jazyk výsledku

    angličtina

  • Název v původním jazyce

    Aggression in the context of playing violent computer games

  • Popis výsledku v původním jazyce

    According to many scholarly and scientific studies, one of the risks of playing violent computer games is the incitement to aggressive, violent, and socially undesirable behaviour. The main objective of the present paper is to perform a theoretical analysis of the issue of violent computer games in relation to the incitement to aggression and to provide a review study. The issue is analysed by means of a meta-analysis. This approach was chosen due to the application of the analytical methods in previous research studies and the content of knowledge in the area. The aim of the paper is thus to identify and quantify the major findings of the studies involved in the analysis and to postulate whether aggression can be considered a consequence of playing violent computer games. The analysis has revealed a relationship between playing violent computer games and aggressive manifestations in children, adolescents, and adults. The research studies confirm the impact of violent computer games with violent content on a short-term increase in aggression indicators (verbal and physical aggression, anger). It has also been confirmed that playing violent computer games may discourage pro-social behaviour. This implies that the relationship between playing violent computer games and a short-term increase in aggression indicators is very likely. However, it is also important to examine how internal and external factors influence the susceptibility of individuals to the effects of violent computer games and how they increase aggression indicators. It should also be noted that so far the relationship between playing violent computer games and a long-term increase in aggression indicators has not been scientifically confirmed because most studies investigate the issue from a short-term perspective. This is primarily due to the ethical principles of scientific research that make it impossible to expose the participants of a potential long-term research to a risk of increasing aggression indicators.

  • Název v anglickém jazyce

    Aggression in the context of playing violent computer games

  • Popis výsledku anglicky

    According to many scholarly and scientific studies, one of the risks of playing violent computer games is the incitement to aggressive, violent, and socially undesirable behaviour. The main objective of the present paper is to perform a theoretical analysis of the issue of violent computer games in relation to the incitement to aggression and to provide a review study. The issue is analysed by means of a meta-analysis. This approach was chosen due to the application of the analytical methods in previous research studies and the content of knowledge in the area. The aim of the paper is thus to identify and quantify the major findings of the studies involved in the analysis and to postulate whether aggression can be considered a consequence of playing violent computer games. The analysis has revealed a relationship between playing violent computer games and aggressive manifestations in children, adolescents, and adults. The research studies confirm the impact of violent computer games with violent content on a short-term increase in aggression indicators (verbal and physical aggression, anger). It has also been confirmed that playing violent computer games may discourage pro-social behaviour. This implies that the relationship between playing violent computer games and a short-term increase in aggression indicators is very likely. However, it is also important to examine how internal and external factors influence the susceptibility of individuals to the effects of violent computer games and how they increase aggression indicators. It should also be noted that so far the relationship between playing violent computer games and a long-term increase in aggression indicators has not been scientifically confirmed because most studies investigate the issue from a short-term perspective. This is primarily due to the ethical principles of scientific research that make it impossible to expose the participants of a potential long-term research to a risk of increasing aggression indicators.

Klasifikace

  • Druh

    D - Stať ve sborníku

  • CEP obor

  • OECD FORD obor

    50301 - Education, general; including training, pedagogy, didactics [and education systems]

Návaznosti výsledku

  • Projekt

  • Návaznosti

    S - Specificky vyzkum na vysokych skolach

Ostatní

  • Rok uplatnění

    2020

  • Kód důvěrnosti údajů

    S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů

Údaje specifické pro druh výsledku

  • Název statě ve sborníku

    ICERI2020 Proceedings

  • ISBN

    978-84-09-24232-0

  • ISSN

    2340-1095

  • e-ISSN

  • Počet stran výsledku

    10

  • Strana od-do

    242-251

  • Název nakladatele

    International Association of Technology, Education and Development (IATED)

  • Místo vydání

    Madrid

  • Místo konání akce

    Sevila

  • Datum konání akce

    9. 11. 2020

  • Typ akce podle státní příslušnosti

    WRD - Celosvětová akce

  • Kód UT WoS článku