The Mode and Brutality of Electronic Games and the Level of Aggression Among Players

Keywords: online video games, offline video games, aggression, brutality, games

Abstract

RESEARCH OBJECTIVE: The aim of this study was to answer the question of whether violence and selected mode of video gaming may affect the level of aggression in the players.

THE RESEARCH PROBLEM AND METHODS: The research was conducted within two stages and it was the Quasi – Experiment. Three equal sub-groups of participants took part in it; they were divided according to their video game preferences. On the he first stage the participants were asked to complete the Buss-Perry Aggression Questionnaire. The second stage took place after three months on gaming and it covered refilling the same questionnaire This semi-experimental study comprised – 45 men  and 15  women.

THE PROCESS OF ARGUMENTATION: Introduction to the topic of online and offline computer games.  Presentation of the state of scientific research on the positive and negative consequences of playing games. Description of the experiment’s methodology. Presentation and discussion of the results. 5. Distinction between the impact of game mode  and the degree of its violence on the level of aggression in players.

RESEARCH RESULTS: There was no increase in the follow-up aggression scores in the group playing violent games offline, as opposed to the online gamers. Very similar levels of aggressionincrease were observed in online players of both violent and non-violent games. Aggression levels increased in online gamers regardless of the games’ brutality, while in the offline group, no significant changes between baseline and endpoint aggression statistical assessments were recorded.

CONCLUSIONS, RECOMMENDATIONS AND APPLICABLE VALUE OF RESEARCH: Our results indicate that video gaming mode may mediate the effect of the level of brutality on the increase of aggression and suggest little effect of violent video games on increased aggression in the population of gamers. These conclusions can be used in preventive and educational strategies including limiting playing computer games.

References

AlHazzaa, S.A., Alwohaibi, R.N., AlMusailet, L.I., Alshrefy, A.J., Almaimoni, R.A. i Menezes, R.G. (2023). Video games and violence among children and adolescents in the Arab world: A systematic review. Acta Biomedica, 94(2), e2023060. https://doi.org/10.23750/abm.v94i2.14019

Aranowska, E., Rytel, J. i Szymańska, A. (2015). Kwestionariusz agresji Bussa i Perry’ego. Trafność, rzetelność i normy. Instytut Amity.

Choi, E., Shin, S.‑H., Ryu, J.‑K., Jung, K.‑I., Kim, S.-Y. i Park, M.-H. (2020). Commercial video games and cognitive functions: Video game genres and modulating factors of cognitive enhancement. Behavioral and Brain Functions, 16, 2. https://doi.org/10.1186/s12993-020-0165-z

Cole, D., Browning, E. i Schroeder, F. (2003). Encyclopedia of modern everyday inventions. Greenwood Press.

Coyne, S.M., Warburton, W., Swit, C., Stockdale, L. i Dyer, W.J. (2023). Who is most at risk for developing physical aggression after playing violent video games? An individual differences perspective from early adolescence to emerging adulthood. Journal of Youth and Adolescence, 52(4), 719–733. https://doi.org/10.1007/s10964-023-01739-0

Eseadi, C., Nwajiuba, C.A., Anyaegbunam, E.N., Eskay, M., Nji, G.C., Abbah, O.I., Ekwo, A., Ugwueze, F.C., Onwuasoanya, P.N., i Uwakwe, R.C. (2020). Violent video games play, aggressive behaviour and parental mediation. International Medical Journal, 27(3).

Fikkers, K.M., Piotrowski, J.T. i Valkenburg, P.M. (2017). A matter of style? Exploring the effects of parental mediation styles on early adolescents’ media violence exposure and aggression. Computers in Human Behavior, 70, 407–415. https://doi.org/10.1016/j.chb.2017.01.029

Gałuszka, D. (2020). What can digital games teach us about (dominant) masculinity? Kultura – Społeczeństwo – Edukacja, 17(1), 435–465.

Gentile, D., Choo, H., Liau, A., Sim, T., Li, D., Fung, D. i Khoo, A. (2011). Pathological video game use among youths: A two-year longitudinal study. Pediatrics, 127(2), e319–e329.

Gioia, F., Colella, G.M. i Boursier, V. (2022). Evidence on problematic online gaming and social anxiety over the past ten years: A systematic literature review. Current Addiction Reports, 9, 32–47. https://doi.org/10.1007/s40429-021-00406-3

Iyer, M., Sharma, R., & Sahasrabudhe, S. (2022). Role of self-compassion and online/offline integration on internet addiction, aggression, and psychological well-being: A mediation analysis. Indian Journal of Psychiatry, 64(2), 143–150. https://doi.org/10.4103/indianjpsychiatry.indianjpsychiatry_409_21

Jędrzejko, M. (2011). Śmierć jako zabawa – człowiek w świecie gier komputerowych i sieciowych (spojrzenie socjopedagogiczne). Media i Społeczeństwo, 1, 165–179.

Kluska, B. (2008). Dawno temu w grach. Czas pionierów. Szkice z historii gier komputerowych. Orka.

Kowal, M., Conroy, E., Ramsbottom, N., Smithies, T., Toth, A. i Campbell, M. (2021). Gaming your mental health: A narrative review on mitigating symptoms of depression and anxiety using commercial video games. JMIR Serious Games, 9(2), e26575. https://doi.org/10.2196/26575

Kowert, R., Domahidi, E., & Quandt, T. (2014). The relationship between online video game involvement and gaming – related friendships among emotionally sensitive individuals. Cyberpsychology, Behavior, and Social Networking, 17(7), 447–453. https://doi.org/10.1089/cyber.2013.0656

Lee, H.R., Jeong, E.J. i Kim, J.W. (2016, styczeń). Role of internal health belief, catharsis seeking, and self-efficacy in game players’ aggression. W: 2016 49th Hawaii International Conference on System Sciences (HICSS). IEEE. https://doi.org/10.1109/HICSS.2016.472

Lengersdorff, L.L., Wagner, I.C., Mittmann, G., Sastre-Yagüe, D., Lüttig, A., Olsson, A., Petrovic, P. i Lamm, C. (2023). Neuroimaging and behavioral evidence that violent video games exert no negative effect on human empathy for pain and emotional reactivity to violence. eLife, 12, e84951. https://doi.org/10.7554/eLife.84951

Martinez, L., Gimenes, M. i Lambert, E. (2023). Video games and board games: Effects of playing practice on cognition. PloS ONE, 18(3), e0283654. https://doi.org/10.1371/journal.pone.0283654

Sarda, E., Zerhouni, O., Gentile, D.A., Bry, C. i Bègue, L. (2022). Some effects of sexist video games on self-masculinity associations. Information, Communication & Society, 25(12), 1683–1698.

Shao, R. i Wang, Y. (2019). The relation of violent video games to adolescent aggression: An examination of moderated mediation effect. Frontiers in Psychology, 10, 384. https://doi.org/10.3389/fpsyg.2019.00384

Smith, E.T., Bhaskar, B., Hinerman, A. i Basak, C. (2020). Past gaming experience and cognition as selective predictors of novel game learning across different gaming genres. Frontiers in Psychology, 11, 786. https://doi.org/10.3389/fpsyg.2020.00786

Sublette, V. i Mullan, B. (2012). Consequences of play: A systematic review of the effects of online gaming. International Journal of Mental Health and Addiction, 10, 3–23.

Teng, Z., Nie, Q., Guo, C., Zhang, Q., Liu, Y. i Bushman, B.J. (2019). A longitudinal study of link between exposure to violent video games and aggression in Chinese adolescents: The mediating role of moral disengagement. Developmental Psychology, 55(1), 184–195. https://doi. org/10.1037/dev0000624

Woods, O. (2023). Forging a more masculine self-online: demonstrating skill and sovereignty in the playing of first-person shooter games. Feminist Media Studies, 23(6), 2867–2882.

Zioga, T., Nega, C., Roussos, P. i Kourtesis, P. (2024). Validation of the gaming skills questionnaire in adolescence: Effects of gaming skills on cognitive and affective functioning. European Journal of Investigation in Health, Psychology and Education, 14(3), 722–752. https://doi.org/10.3390/ejihpe14030048

Published
2025-03-31
How to Cite
Michałowska, S., Samochowiec, A., & Hudoba, J. (2025). The Mode and Brutality of Electronic Games and the Level of Aggression Among Players. HORIZONS OF EDUCATION, 24(69), 143-153. https://doi.org/10.35765/hw.2025.2469.15