Relationship between Computer Gaming and Aggression of Criminology Students

Playing computer games can be stress-relieving, but for Criminology students tasked to maintain peace and order in the future, too much exposure to computer games can become a source of aggression. This contention has led to this quantitative and descriptive-correlational research using a self-made survey questionnaire to gather data among the 175 Criminal Justice Education students enrolled for the school year 2018-2019 in the selected university in Bacolod City. The data gathering instrument was designed to measure the levels of computer gaming and aggression of the participants. Results showed that the levels of computer gaming and aggression of Criminology students are moderate. As a whole, the participants engaged in computer games moderately, but when grouped according to sex and year level, the females and second-year students played computer games at a low level. On the other hand, the male group; those in the first, third, and fourth-year levels; and those playing for more than six hours, likewise played violent games and engaged heavily in computer gaming. Moreover, the level of aggression of the participants when they are taken as a whole and when grouped according to variables is moderate. Finally, there is no significant relationship between computer gaming and aggression.

Authors

Publication Details

Journal
Virtutis Incunabula
Published
2025-01-10
DOI
https://doi.org/10.63173/x89thx18
Primary Topic
Impact of Technology on Adolescents
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Relationship between Computer Gaming and Aggression of Criminology Students

Kate Dianne Cederio, Mary Joy Despi, Leslee Lomeran, Angelica Mediana et al.
Virtutis Incunabula
Impact of Technology on Adolescents
article

Relationship between Computer Gaming and Aggression of Criminology Students

Kate Dianne Cederio, Mary Joy Despi, Leslee Lomeran, Angelica Mediana, Rolf John Pagot, Reymart Simson, Chris Feli Joy Tajonera, Loriejen Fidelson
article en

Abstract

Playing computer games can be stress-relieving, but for Criminology students tasked to maintain peace and order in the future, too much exposure to computer games can become a source of aggression. This contention has led to this quantitative and descriptive-correlational research using a self-made survey questionnaire to gather data among the 175 Criminal Justice Education students enrolled for the school year 2018-2019 in the selected university in Bacolod City. The data gathering instrument was designed to measure the levels of computer gaming and aggression of the participants. Results showed that the levels of computer gaming and aggression of Criminology students are moderate. As a whole, the participants engaged in computer games moderately, but when grouped according to sex and year level, the females and second-year students played computer games at a low level. On the other hand, the male group; those in the first, third, and fourth-year levels; and those playing for more than six hours, likewise played violent games and engaged heavily in computer gaming. Moreover, the level of aggression of the participants when they are taken as a whole and when grouped according to variables is moderate. Finally, there is no significant relationship between computer gaming and aggression.

Virtutis IncunabulaVol. 6(1)
Openalex Percentile: Top 96%
Impact of Technology on Adolescents
AI Navigator

Ask Laika to Summarize, Analyze, and Connect papers live on the map.

Summarize Papers & Methodologies

Extract key findings, datasets, and comparative methods across publications.

Benchmark Rankings & Visual Analytics

Rank top research institutions, authors, funders, topics, and journals by Field-Weighted Citation Impact (FWCI) and paper volume with instant charts.

Connect Distant Disciplines

Bridge topological clusters on the map to find hidden collaborative intersections.