The Mode and Brutality of Electronic Games and the Level
of Aggression Among Players Cover Image

Tryb i brutalność gier elektronicznych a poziom agresji u graczy
The Mode and Brutality of Electronic Games and the Level of Aggression Among Players

Author(s): Sylwia Michałowska, Agnieszka Samochowiec, Jakub Huboda
Subject(s): Media studies, Studies in violence and power
Published by: Uniwersytet Ignatianum w Krakowie
Keywords: games; online video games; offline video games; aggression; brutality;

Summary/Abstract: RESEARCH OBJECTIVE: The aim of this study was to answer the question of whether vio-lence and selected mode (online vs offline) of video gaming may affect the level of aggression inthe players.THE RESEARCH PROBLEM AND METHODS: The research was conducted within two stagesand it was the Quasi – Experiment. Three equal sub-groups of participants took part in it; they weredivided according to their video game preferences. On the he first stage the participants were askedto complete the Buss-Perry Aggression Questionnaire. The second stage took place after threemonths on gaming and it covered refilling the same questionnaire This semi-experimental studycomprised–45 men (75%) and 15 (25%) women.THE PROCESS OF ARGUMENTATION: 1. Introduction to the topic of online and offline com-puter games. 2. Presentation of the state of scientific research on the positive and negative con-sequences of playing games. 3. Description of the experiment’s methodology. 4. Presentation anddiscussion of the results. 5. Distinction between the impact of game mode (online) and the degreeof its violence on the level of aggression in players.RESEARCH RESULTS: There was no increase in the follow-up aggression scores in the groupplaying violent games offline, as opposed to the online gamers. Very similar levels of aggression increase were observed in online players of both violent and non-violent games. Aggression levelsincreased in online gamers regardless of the games’ brutality, while in the offline group, no signifi-cant changes between baseline and endpoint aggression statistical assessments were recorded.CONCLUSIONS, RECOMMENDATIONS AND APPLICABLE VALUE OF RESEARCH: Ourresults indicate that video gaming mode (online vs. offline) may mediate the effect of the level ofbrutality on the increase of aggression and suggest little effect of violent video games on increasedaggression in the population of gamers. These conclusions can be used in preventive and educa-tional strategies including limiting playing computer games.

  • Issue Year: 24/2025
  • Issue No: 69
  • Page Range: 143-153
  • Page Count: 11
  • Language: Polish
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