IMPACTS OF VIDEO GAMING ON AGGRESSION AND COGNITIVE ABILITY OF PAKISTANIS VIDEO GAMERS
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Creator Kanwal Shahbaz, Annum Khan, Faiza Rasul
Title IMPACTS OF VIDEO GAMING ON AGGRESSION AND COGNITIVE ABILITY OF PAKISTANIS VIDEO GAMERS
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Publisher TuEngr Group
Publication Year 2562
Journal Title International Transaction Journal of Engineering, Management, & Applied Sciences & Technologies
Journal Vol. 10
Journal No. 14
Page no. 10A14I: 1-10
Keyword Video game player, Cognitive ability Buss-Perry Aggression Questionnaire, Emotional disturbances, Female-video-gamers, Male-video-gamers.
URL Website http://tuengr.com/Vol10_14.html
Website title ITJEMAST V10(14) 2019 @ TuEngr.com
ISSN 2228-9860
Abstract A video game is an electronic device that employs electronic algorithms to create an interactive engaging system with a human. This study investigated the impact of excessive video gaming on aggression and cognitive ability of video gamers; Buss-Perry Aggression Questionnaire, Mindfulness Attention Awareness Scale and Video Game Survey were used to measure aggression, attention span and time span of video gamers respectively. The age of the sample ranged from 11-35 years old. The correlation, regression, t-test and ANOVA analysis were applied. The results of the study indicated that time-span is significantly positively correlated to aggression and negatively to cognitive ability. Timespan as an independent variable predicted 97% variance in aggression and cognitive ability. Video gaming and aggression are found high among males and cognitive ability among females. The study is applicable in careful designing of policy for advanced computerized technology in Universities and the world of work that addresses reduced aggression and increased cognitive ability.
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