THE EFFECTS OF VIOLENT VIDEO GAME: BATTLEFIELD 1 TOWARDS MALAYSIAN PLAYSTATION 4 GAMERS’ PSYCHOLOGICAL BEHAVIOUR IN MALAYSIA

R. A. R. Putri Nadiah1*, Mokhtar Mohammad 2, Aziemah Aziemah3, Jalil Aeyneda4 and Hassan Haliza5
1 putrinadiah384@gmail.com
2 Prof. Dr., mokhtar413@gmail.com
3 aziemahazman@ymail.com
4 zairyn85@gmail.com
5 haliza@tmsk.uitm.edu.my
University Teknologi MARA (UiTM), MALAYSIA
Ministry of Education Malaysia
*Corresponding author

Abstract
Jose Reyes a 12 years old boy who shoots dead his Match teacher and wounding two students before turning the gun on himself was believed had watched violent video games for months before his start the attack. Subsequently many cases that linked to aggressive behaviour caused by playing video games led many to worry that violent video games may be negatively affecting on people way of thinking and acting. However, despite of the aggressiveness is being concern; the numbers of violence game yet still received high rated from the gamers and increasing demand in all around the world. The debate over whether violent video games are linked to violent behaviour has long been contentious. There is an argument stated that there is only little evidence connecting the two while some say otherwise. As according to American Psychological Association (APA), in their task force review found that playing video games can increase aggressive behaviour and thoughts, while lessening empathy and sensitivity toward aggression but there wasn’t enough evidence to determine a connection. Professor Art Markman in his study proved that there is growing evidence that playing video games could increase the speed of thinking and responding at the same time; most video games have bundles of activities on the screen and it acquires the player to take a quick action. Therefore the reason of this research is to examine the verification that playing violent video games plays a role in influencing the behaviours of the gamers either in a negative or positive way. 10 participants will be selected regardless from which area they were living, they are male age 16 to 35 years who play violent video games. The findings of this study should determine the variables in investigating cause-effect relationships of playing violent video game. The result of this study will help Malaysian to be more knowledgeable and aware about the effect of media towards psychological behaviour and to increase public concern on the particular effect. The finding also will help the authorities to look and take proper action on those who is responsible for this effect.

Keywords: Violent Video Games, Psychological behaviour, Aggression



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CITATION: Abstracts & Proceedings of INTCESS 2017 - 4th International Conference on Education and Social Sciences, 6-8 February 2017- Istanbul, Turkey

ISBN: 978-605-64453-9-2