Abstract
Purpose: This study aimed to explore the relationship between level of violence in video
games played, problem game playing and engagement in gaming, aggression, empathy and
wellbeing.
Method:
This study used an online survey with questionnaire data collection in a sample of 304
emerging adults aged between 18 and 24 years of age, 124 males and 180 females.
Findings:
The model proposed was supported by the data and suggests that the relationship
between violence in games and aggression and empathy is mediated by engagement and
addictive tendencies, and the impact on wellbeing is largely through aggression and empathy.
Conclusions:
We conclude that future research should take cognisance of these mediational
factors and consider the developmental stage of participants in order to get a clearer picture of
effects.
games played, problem game playing and engagement in gaming, aggression, empathy and
wellbeing.
Method:
This study used an online survey with questionnaire data collection in a sample of 304
emerging adults aged between 18 and 24 years of age, 124 males and 180 females.
Findings:
The model proposed was supported by the data and suggests that the relationship
between violence in games and aggression and empathy is mediated by engagement and
addictive tendencies, and the impact on wellbeing is largely through aggression and empathy.
Conclusions:
We conclude that future research should take cognisance of these mediational
factors and consider the developmental stage of participants in order to get a clearer picture of
effects.
Original language | English |
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Journal | Global Journal of Human Social Science |
Volume | 24 |
Issue number | 1 |
Early online date | 15 Mar 2024 |
DOIs | |
Publication status | Published (in print/issue) - 15 Mar 2024 |
Keywords
- violent video games
- problem game playing
- game engagement
- aggression
- empathy
- wellbeing