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The effect of playing violent video games and gender on aggression among first year students in Iloilo National High School

dc.contributor.advisorGo, Jose
dc.contributor.authorBalicanta, Alexander John F.
dc.contributor.authorCacho, Charlotte J.
dc.contributor.chairFuntecha, Henry F.
dc.date.accessioned2025-11-27T07:05:13Z
dc.date.issued2002-03
dc.description.abstractThe study was conducted to determine the effects of playing violent video games and gender on aggression among first-year high school students. The experimental design utilized two treatment groups and two control groups. The four groups consisted of (1) males who played the violent videogame; (2) females who played the violent videogame; (3) males who played the nonviolent videogame; and (4) females who played the nonviolent videogame. In this study, aggression was measured using the Direct and Indirect Aggression Scales (DIAS). The DIAS consists of 24 items that measure physical, verbal, and indirect aggression. Prior to the administration of the DIAS, the participants were first asked to play video games. Two groups were assigned to play a violent video game, and the other two groups played a nonviolent game. The participants’ scores in the DIAS were computed and analyzed using the two-way analysis of variance (ANOVA) with interaction. This is done to show if the variables type of video game played and gender significantly affect aggression among adolescents. The two-way ANOVA with interaction yielded three computed values of F. Results show that there is a significant F-ratio on the variable type of video game played. The obtained F is 5.45, and an F of 4.26 is required at the 0.05 level with 1 and 27 df. Since 5.45 is greater than 4.26, the null hypothesis is rejected. Thus, the conclusion is that the type of video game played has a significant effect on aggression among first-year high school students. However, the F-ratio derived for the variable gender was not significant. The obtained F is 3.59, and an F of 4.26 is required at the 0.05 level with 1 and 27 df. Since the value of F is less than 4.26, the null hypothesis on gender is accepted. Thus, gender has no significant effect on aggression among first-year high school students. The F ratio derived for the interaction of the two variables is also not significant. The computed value of F., which is only 0.297, is less than 4.26. The null hypothesis, thus, is rejected. This leads to the conclusion that the type of videogame played and gender do not interact to affect aggression.
dc.format.extentix, 50 p.
dc.identifier.citationBalicanta, A. J. F. & Cacho, C. J. (2002). <i>The effect of playing violent video games and gender on aggression among first-year students in Iloilo National High School</i> [Undergraduate research project, University of the Philippines Visayas]. UPV Institutional Repository. https://hdl.handle.net/20.500.14583/534
dc.identifier.urihttps://hdl.handle.net/20.500.14583/534
dc.publisherDivision of Social Sciences, College of Arts and Sciences, University of the Philippines Visayas
dc.subjectViolence
dc.subjectVideo games
dc.subjectAgression
dc.subjectGender
dc.subjectSocial learning
dc.subject.agrovocviolence
dc.subject.agrovocvideo
dc.subject.agrovocgame
dc.subject.agrovocgender
dc.subject.agrovocsocial behaviour
dc.subject.agrovocobservation
dc.subject.lccLG 993.5 2002 P7 B36
dc.subject.sdgSDG 3 - Good health and well-being
dc.subject.sdgSDG 4 - Quality education
dc.subject.sdgSDG 11 - Sustainable cities and communities
dc.subject.sdgSDG 5 - Gender equality
dc.titleThe effect of playing violent video games and gender on aggression among first year students in Iloilo National High School
dc.typeThesis
thesis.degree.departmentCollege of Arts and Sciences
thesis.degree.grantorUniversity of the Philippines Visayas
thesis.degree.levelUndergraduate
thesis.degree.nameBachelor of Arts in Psychology - Management

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