The effects of specific background variables on the aggression of adolescents playing Tetris

School Name

Spring Valley High School

Grade Level

11th Grade

Presentation Topic

Psychology and Sociology

Presentation Type

Non-Mentored

Oral Presentation Award

4th Place

Abstract

Video games have been known to cause aggression in adolescents due to a variety of factors. The purpose of this experiment was to measure the effects of competitiveness, previous exposure, perceived personal performance, and actual performance on aggression in adolescents, and to measure the correlations between those variables. The hypotheses were that the participants who played Tetris would have a lower aggression score than those who did not, and that there would be a positive correlation between how long someone has been playing video games and their aggression score. A group of 48 randomly selected adolescents were assigned to play the game Tetris or not. The participants who played the game completed a survey beforehand and then completed the Buss and Perry Aggression Questionnaire after playing. The participants who were not assigned to play answered the Aggression Questionnaire without filling out the survey. A t-test showed that the effect of playing Tetris was not significant on aggression, t(19) = -0.176, p = .43, alpha = 0.05. A later correlation test showed four significant correlations between frequency, starting time, perceived skill, and competitiveness. Starting to play video games earlier in life led to strong positive correlations with how often one plays them. Furthermore, participants who have played video games for longer and play more frequently tended to think more highly of their own skill than participants who have played for less of their lives and play less frequently. Lastly, a moderate, positive correlation was found between competitiveness and confidence in playing ability.

Location

Wall 305

Start Date

3-25-2017 11:00 AM

Presentation Format

Oral and Written

Group Project

No

COinS
 
Mar 25th, 11:00 AM

The effects of specific background variables on the aggression of adolescents playing Tetris

Wall 305

Video games have been known to cause aggression in adolescents due to a variety of factors. The purpose of this experiment was to measure the effects of competitiveness, previous exposure, perceived personal performance, and actual performance on aggression in adolescents, and to measure the correlations between those variables. The hypotheses were that the participants who played Tetris would have a lower aggression score than those who did not, and that there would be a positive correlation between how long someone has been playing video games and their aggression score. A group of 48 randomly selected adolescents were assigned to play the game Tetris or not. The participants who played the game completed a survey beforehand and then completed the Buss and Perry Aggression Questionnaire after playing. The participants who were not assigned to play answered the Aggression Questionnaire without filling out the survey. A t-test showed that the effect of playing Tetris was not significant on aggression, t(19) = -0.176, p = .43, alpha = 0.05. A later correlation test showed four significant correlations between frequency, starting time, perceived skill, and competitiveness. Starting to play video games earlier in life led to strong positive correlations with how often one plays them. Furthermore, participants who have played video games for longer and play more frequently tended to think more highly of their own skill than participants who have played for less of their lives and play less frequently. Lastly, a moderate, positive correlation was found between competitiveness and confidence in playing ability.