The effects of violent video games on reactive-proactive aggression and cyberbullying

dc.authoridUCUR, Omer/0000-0002-7303-248X
dc.authorwosidUCUR, OMER/A-2009-2017
dc.authorwosidDönmez, Yunus Emre/O-6102-2015
dc.contributor.authorUcur, Omer
dc.contributor.authorDonmez, Yunus Emre
dc.date.accessioned2024-08-04T20:53:11Z
dc.date.available2024-08-04T20:53:11Z
dc.date.issued2023
dc.departmentİnönü Üniversitesien_US
dc.description.abstractThe use of video games among young people is increasing, and it has been claimed that particularly violent games can negatively affect young people. The aim of this study is to investigate the association between violent video games and reactive-proactive aggression in order to determine the risk of cyberbullying in players of violent video games, as well as the role of gaming addiction (GA). This study was conducted with 1,141 adolescents. Participants answered the gaming addiction scale-short form (GAS), the cyberbullying scale (CBS) and the reactive-proactive aggression questionnaire (RPAQ). It was found that both reactive and proactive aggression scores were significantly higher in video game players with GA, and there was no difference between players of violent games and players of non-violent games. Additionally, it was found that the risk of being a cyberbullying perpetrator was higher in players of violent video games, and the risk of being a cyberbullying victim was high in players of violent and non-violent video games who have GA. The findings of this study suggest the following: violent video games are not associated with reactive-proactive aggression; the factor associated with aggression is GA; playing video games increases the risk of cyberbullying; and the risk of being perpetrators of bullying is high in players of violent video games.en_US
dc.identifier.doi10.1007/s12144-022-04045-3
dc.identifier.endpage2618en_US
dc.identifier.issn1046-1310
dc.identifier.issn1936-4733
dc.identifier.issue4en_US
dc.identifier.scopus2-s2.0-85142417766en_US
dc.identifier.scopusqualityQ2en_US
dc.identifier.startpage2609en_US
dc.identifier.urihttps://doi.org/10.1007/s12144-022-04045-3
dc.identifier.urihttps://hdl.handle.net/11616/101009
dc.identifier.volume42en_US
dc.identifier.wosWOS:000886835600004en_US
dc.identifier.wosqualityQ2en_US
dc.indekslendigikaynakWeb of Scienceen_US
dc.indekslendigikaynakScopusen_US
dc.language.isoenen_US
dc.publisherSpringeren_US
dc.relation.ispartofCurrent Psychologyen_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US
dc.rightsinfo:eu-repo/semantics/closedAccessen_US
dc.subjectViolent video gamesen_US
dc.subjectAggressionen_US
dc.subjectCyberbullyingen_US
dc.subjectGaming addictionen_US
dc.titleThe effects of violent video games on reactive-proactive aggression and cyberbullyingen_US
dc.typeArticleen_US

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