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.
Recommended Citation
Young, Zachary, "The effects of specific background variables on the aggression of adolescents playing Tetris" (2017). South Carolina Junior Academy of Science. 252.
https://scholarexchange.furman.edu/scjas/2017/all/252
Location
Wall 305
Start Date
3-25-2017 11:00 AM
Presentation Format
Oral and Written
Group Project
No
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.