Proceedings of The 14th International Conference on Humanities, Psychology and Social Sciences
Behavioral effects of playing violent immersive games among adolescents in secondary schools of Central India
The research paper aims to study the Behavioral effects of playing violent immersive games among adolescents in secondary schools of Central India. In Madhya Pradesh (Central India), rapid industrialization and urbanization provides many opportunities for economic and social well being on one hand, but also resulting in mental health disparities especially in adolescents. Adolescence is a period of dynamic brain development where they learn from the social behavior and environmental surroundings of their community. Through this study the researcher aims to measure the level of aggression among boys and girls and also to assess the relationship between playing violent video game and Aggression. The population for this research will include all school students (boys and girls) in Madhya Pradesh, India of age group 13-16 years. The population selected is more exposed to violent videogames and such games are more popular in this age bracket. For the present study, 100 samples (50 boys and 50 girls) will be selected by random sampling method. The samples will be school student boys and girls from public schools private schools who play violent videogames such as racing games, fighting games, shooting games and satanic games for not less than six months. In this study, univariate and bivariate tables will be prepared. The data will be analyzed by using simple statistical tools such as averages, percentages, mean, standard deviation and t-test and Pearson product moment correlation.
keywords: Aggression, Engagement, Madhya Pradesh, Psycho – Psychological, Play.