Effects of Video Games on Aggressive Behaviors of Adolescents

AuthorNehat Rrudhani
PositionUniversity 'Fama' Pristina-Kosovo
European Journal of Economics, Law and Social Sciences
IIPCCL Publishing, Graz-Austria
Vol. 1 No. 1
January 2017
ISSN 2519-1284
Acces online at www.iipccl.org
E ects of Video Games on Aggressive Behaviors of Adolescents
Dr.sc. Nehat Rrudhani
University “ Fama” Pristina-Kosovo
Based on the facts, a large number of adolscents in Kosovo use video games, and in general it
is considered as an obvious ma er, therefore, we decided to analyze this topic, particularly in
the municipality of Vitia in the Republic of Kosovo.
New tendencies and rapid changes in technology can produce negative as well as positive
The beginning of adolescence is a period when an individual develops all aspects such as
identity, adolescent relationship closeness and success. This period of maturity features with
expectations, emotions, ideas, beliefs, a itudes, and behaviors. Video games represent a
widespread activity from middle childhood until being an adult (Anderon & Bailey, 2010).
Adolescence has many factors within itself dealing with the identity of a person and many
issues connected to it.
Keywords: Video games, e ects, adolescents, behaviour.
In this phase youngsters are excited, have more courage, are more omptimistic, and
for this reason they tend to take risks. The growth of Internet technology has brought
popular deliberations because of the increase of agressive behavior on the internet
and computer games (Yörükoğlu, 1989). As it seems, rapid growth and development
of technology is a ecting a itudes and behaviors of the people. On the other hand,
there are not encouraging signs because while playing games, we can not achieve
intelectual success, because when children play these agressive games, it seems that
they are ge ing emotional, by changing their position and they become addicted to
that game. We appreciate that teachers can see when children show great interest about
the game, watching television as well as playing computer games. Playing games
constantly can reduce the time of students’ homework, that has a negative impact on
students. It is academically proven that male are unsuccessful because they spend
more time playing video games (Benton dhe Colwell, 1995). Based on the ndings
that computer games are helpful in ecouraging the learning, it is claimed that the use
of video games can stimulate motivation, increase memory as well as encourage the
development of social and cognitive skills, whereas on the other side it is claimed
that the usage of playing computer games constantly can deteriorate psycho-social
tendencies (such as social isolation as well as violence) (Mitchell & Smith, 2004).
Video games play a remarkable role in the American culture of children and teenagers,
taking into consideration the widespread of their impact, these games can a ect in
welfare and health of the children (Dorman, 2009).

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