EFFECT OF EXPOSURE TO VIOLENT CONTENT OF VIDEO-GAMES ON EVOLUTION OF AGGRESSIVE AND SUICIDAL BEHAVIOURS

Authors

  • Mahad Wyne Final Year MBBS, Nishtar Medical University-Multan
  • Hamid Hassan Associate Professor, Department of Physiology, Nishtar Medical University, Multan, Pakistan https://orcid.org/0000-0002-1142-5552
  • Hussnain Rafiq Final Year MBBS, Nishtar Medical University-Multan
  • Marwah Asif Lodhi Final Year MBBS, Nishtar Medical University-Multan
  • Hamza Hussain Final Year MBBS, Nishtar Medical University, Multan, Pakistan
  • Rehab Zafar Final Year MBBS, Nishtar Medical University-Multan

DOI:

https://doi.org/10.69656/pjp.v20i3.1550

Keywords:

aggression, violence, video games, suicidal ideation, medical students, medical education

Abstract

Background: Exposure to violent video games leads to aggressive and suicidal behaviours. The objective of this study was to compare violence exposure, degree of aggression and suicidal ideation between non-video gamers (NVGs), non-violent video gamers (NVVGs), and violent video gamers (VVGs), and to correlate degree of violence exposure to intensity of aggression and suicidal ideation. Methods: Thirty-six subjects were included in each of NVGs, NVVGs and VVGs groups. Exposure to violence was evaluated through Video Game Questionnaire (VGQ), degree of aggression via Buss-Perry Aggression Questionnaire (BPAQ), and severity of suicidal ideation through Suicide Behaviours Questionnaire-Revised (SBQ-R). ANOVA, Post Hoc Tukey’s test, and Pearson’s correlation were used for data analysis. Results: Degree of violence exposure was significantly different between NVGs, NVVGs and VVGs (p=0.000), and so was intensity of physical-aggression, verbal-aggression, anger, hostility, and suicidal ideation (p=0.000 respectively). Degree of violence experienced by NVVGs and VVGs depicted a positive correlation with intensity of physical aggression [(r=0.467, p=0.004) and (r=0.546, p=0.001) respectively], verbal aggression [(r=0.401, p=0.015) and (r=0.476, p=0.003) respectively], anger [(r=0.564, p=0.000) and (r=0.485, p=0.003) respectively], hostility [(r=0.484, p=0.003) and (r=0.440, p=0.007) respectively] as well as suicidal ideation [(r=0.827, p=0.000) and (r=0.604, p=0.000) respectively] while physical-aggression, verbal-aggression, anger and hostility scores showed an independent positive correlation with suicidal likelihood in both NVVGs and VVGs [(r=0.451, p=0.006), (r=0.484, p=0.003), (r=0.480, p=0.003), (r=0.384, p=0.021), and (r=0.441, p=0.007), (r=0.442, p=0.007), (r=0.458, p=0.005), (r=0.491, p=0.002) respectively]. Conclusion: Exposure to violent video games creates aggression associated suicidal tendency.

Pak J Physiol 2024;20(3):27?30,  DOI: https://doi.org/10.69656/pjp.v20i3.1550

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Published

30-09-2024

How to Cite

1.
Wyne M, Hassan H, Rafiq H, Lodhi MA, Hussain H, Zafar R. EFFECT OF EXPOSURE TO VIOLENT CONTENT OF VIDEO-GAMES ON EVOLUTION OF AGGRESSIVE AND SUICIDAL BEHAVIOURS. Pak J Phsyiol [Internet]. 2024 Sep. 30 [cited 2024 Dec. 4];20(3):27-30. Available from: https://www.pjp.pps.org.pk/index.php/PJP/article/view/1550