Violent media games contents as correlates of aggressive behavior among in-school adolescents

The study focused on ascertaining the extent violent media games’ contents relate to aggressive behavior among in-school adolescents. Two specific purposes, and two research questions guided the study. Two hypotheses were tested. The study adopted correlational research design. The population of the study was 30,839 students from 128 public secondary schools which consists of 15, 676 males and 15,163 female students. The sample of the study was 395 students. Multi stage sampling procedure was adopted for the study. The instruments for data collection were structured questionnaire titled: (1) Violent Media Games Content, and (2) Aggressive Behavior Questionnaire. The instruments were face validated by one specialist in measurement and evaluation and two specialists in Guidance and Counselling, all from Ebonyi State University, Abakaliki. The reliability of the instruments were established using Cronbach Alpha, and yielded a coefficient value of 0.856. 359 copies of the instruments were distributed to the respondents with the help of three research assistants. All the copies were returned. The research questions were answered using Pearson Product Moment Correlation Coefficient (PPMCC). The PPMCC was used to test the hypotheses at 0.05 level of significance. It was revealed that low level positive relationship exist between violent media games’ content and aggressive behavior among in-school adolescents and there was a statistical significant relationship between violent media Games’ content and Aggressive behavior based on gender. It was recommended, among other things, that school authorities should organize workshops for in-school adolescents in order to educate male and female students on the danger of watching violent media games, while the government should regulate the kinds of media games imported into the country.

Institutions

Publication Details

Journal
Zenodo (CERN European Organization for Nuclear Research)
Published
2025-06-30
DOI
https://doi.org/10.5281/zenodo.17383418
Primary Topic
Bullying, Victimization, and Aggression
Type
article
Field-Weighted Citation Impact
0.00
Controls
|||
ALL TIME
JAN
FEB
MAR
APR
MAY
JUN
JUL
AUG
SEP
OCT
article

Violent media games contents as correlates of aggressive behavior among in-school adolescents

Zenodo (CERN European Organization for Nuclear Research)
Bullying, Victimization, and Aggression
article

Violent media games contents as correlates of aggressive behavior among in-school adolescents

article en

Abstract

The study focused on ascertaining the extent violent media games’ contents relate to aggressive behavior among in-school adolescents. Two specific purposes, and two research questions guided the study. Two hypotheses were tested. The study adopted correlational research design. The population of the study was 30,839 students from 128 public secondary schools which consists of 15, 676 males and 15,163 female students. The sample of the study was 395 students. Multi stage sampling procedure was adopted for the study. The instruments for data collection were structured questionnaire titled: (1) Violent Media Games Content, and (2) Aggressive Behavior Questionnaire. The instruments were face validated by one specialist in measurement and evaluation and two specialists in Guidance and Counselling, all from Ebonyi State University, Abakaliki. The reliability of the instruments were established using Cronbach Alpha, and yielded a coefficient value of 0.856. 359 copies of the instruments were distributed to the respondents with the help of three research assistants. All the copies were returned. The research questions were answered using Pearson Product Moment Correlation Coefficient (PPMCC). The PPMCC was used to test the hypotheses at 0.05 level of significance. It was revealed that low level positive relationship exist between violent media games’ content and aggressive behavior among in-school adolescents and there was a statistical significant relationship between violent media Games’ content and Aggressive behavior based on gender. It was recommended, among other things, that school authorities should organize workshops for in-school adolescents in order to educate male and female students on the danger of watching violent media games, while the government should regulate the kinds of media games imported into the country.

Zenodo (CERN European Organization for Nuclear Research)
Ebonyi State University (NG)
Gender equality
Openalex Percentile: Top 40%
Bullying, Victimization, and Aggression
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.