Exploring the Correlation Between Video Game Time and Aggression Levels

Hypothesis Creation and Operational Definitions

Correlation analysis can be used to examine the relationship between two numerical variables, which show the strength and direction of the relationship between them. The current study examines the correlation coefficient for the average weekly time spent playing video games and the level of aggression. The first variable is a self-reported measure of the time the survey respondent spent playing video games in the past seven days. The second variable is scored on a hundred-point scale, where an increase in number corresponds to an increase in the respondent’s aggression levels.

The present analysis hypothesizes that increased time spent playing video games leads to increased aggression. The rationale for this hypothesis is based on the findings of previous authors who have shown this relationship (Greitemeyer, 2019; Dowsett & Jackson, 2019). Technically, this may be explained by the use of violent, gory, and aggressive video games, which reduce an individual’s social acceptability and cause deep emotional arousal, which in turn leads to increased aggression. Thus, the present study will identify the relationship between the two variables and shed light on the effects of video games on aggression.

Obtaining a Random Sample of Participants

To collect data, a survey was conducted among acquaintances who often play video games. For this purpose, a list of all friends, acquaintances, and relatives who use video games was created in an MS Excel spreadsheet, and using the =RAND() function and further sorting, every third member of this population was selected as a candidate for the survey. Respondents were asked to indicate the average amount of time they felt they spent playing video games. In addition, respondents were asked to rate their level of aggression on a 100-point scale, where zero corresponds to complete absence and 100 corresponds to the highest level of aggression. Thus, both variables were measured on a self-report mechanism.

Analyzing Possible Causal Reasons for the Relationship

The analysis was performed in SPSS, including descriptive and correlation statistics. The sample was ten participants, and Figure 1 below shows the outcomes. The sample participants’ average weekly time spent playing video games was 19.4 (SD = 7.2) hours. The mean level of aggression was calculated as 53.3 (SD = 27.5) unmeasured units. Figure 1 also contains the correlation test results: as can be seen, the relationship between the two variables was significant (p =.021) and described a moderate positive relationship (r = 0.71). The study establishes a connection between the amount of time spent playing video games and the degree of aggression.

The results of the correlation analysis conducted
Figure 1 — The results of the correlation analysis conducted.

The result of the present study showed a correlation coefficient value of 0.711, while the task instructions suggest discussing a value of 0.560. Regardless of the choice, both of these coefficients give a positive moderate relationship between the variables in which an increase in one leads to a rise in the other. It is essential to note that correlation analysis cannot be used to form causal relationships and only describes the nature of the relationship itself. Therefore, slightly paraphrasing the instructions, we can discuss some of the results premises.

First, violent and gory video games in which participants kill, rape, or commit other illegal real-world acts may reduce the sense of adequate reality and erase boundaries (Greitemeyer, 2019). In this case, players stop perceiving what is forbidden in the real world and may extrapolate from the video game experience. Second, video games often involve challenging missions and levels that can rarely be completed the first time. Repeated failures or mistakes can negatively affect the emotional well-being of both individuals and give rise to aggression: this is probably why it is not uncommon for players to smash their consoles or computing devices in a fit of anger (Jackson, 2022).

Another reason could be the community in online video games, which is known for its toxicity (Munn, 2023). When a player is systematically bullied and abused by other players, it can give birth to aggression in response. Thus, the link between video games and aggression can be explained by at least three of the above premises, but more research is needed to draw more robust conclusions.

References

Dowsett, A., & Jackson, M. (2019). The effect of violence and competition within video games on aggression. Computers in Human Behavior, 99, 22-27. Web.

Greitemeyer, T. (2019). The contagious impact of playing violent video games on aggression: Longitudinal evidence. Aggressive Behavior, 45(6), 635-642. Web.

Jackson, F. (2022). Do you suffer from ‘gamer rage’? Over half of people who regularly play video games experience bouts of extreme, uncontrollable anger at least once a week — with Xbox gamers the most likely to fly off the handle. Daily Mail. Web.

Munn, L. (2023). Toxic play: Examining the issue of hate within gaming. Web.

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