Author Tan, Yeong Jong
Title Students’ gaming habits and aggressive tendencies: an exploratory study
Institute Thesis (M.A.) (Applied Psychology) National Institute of Education, Nanyang Technological University
Year 2009
Supervisor Khoo, Angeline
Call no. HQ784.V53 Tan
 
Summary
With the Singapore government’s emphasis on developing the gaming industry, the increasing amount of time students are spending playing with digital games, and the violent nature of some of these games, there is some cause for concern. Educators and parents are afraid of the negative effects that such games may have on their children. It is therefore important to examine the impacts of videogame play on youth. The aim of this study is to investigate teenagers’ gaming habits and aggressive tendencies in Singapore. Based on the General Aggression Model (Anderson & Bushman, 2002), research suggests that exposure to media violence may affect attitudes and behaviour. This study documents current adolescents’ digital game-playing habits in Singapore, and explores associations among frequency of visits to gaming centers, amount of play, cognitive benefits, in-game attitudes, in-game behaviour, and aggressive tendencies. Two hundred and eighteen Secondary two students participated in the study, data was collected using self-report surveys administered in their schools. Results showed a significant relationship between gamers who played more frequently and real world aggression. Importantly, this study also demonstrated a correlation between in-game attitudes and in-game behaviour, and that in-game aggressive behaviour predicts real life aggression. The findings are presented and discussed in terms of the benefits and risks violent video games may have on youth, including their implications for research and policy.