A influência dos jogos eletrônicos no comportamento agressivo de escolares
International Journal of Development Research
A influência dos jogos eletrônicos no comportamento agressivo de escolares
Received 22nd June, 2022; Received in revised form 09th July, 2022; Accepted 20th July, 2022; Published online 30th August, 2022
Copyright © 2022, Laíne Rocha Moreira et al., This is an open access article distributed under the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited.
Electronic games are increasingly popular among children and young people, there are many types of games that the market presents to different audiences. Innovation comes with greater speed, however, many of these video games bring with them a high level of violence. Therefore, the research aims to analyze the influence of electronic games on the aggressive behavior of students who attend Physical Education classes at a high school in Altamira/PA. This is a field study, of the case study type, of an exploratory-descriptive nature, with a quantitative approach. The research was carried out in a State High School, located in the urban area of the city of Altamira, in the southwest of Pará, with 120 schoolchildren of both sexes, enrolled in the 1st to 3rd year. The Problem Video Player (PVP) scale was used to assess the use of games and the Peer Aggressive and Reactive Behavior (Q-CARP) questionnaire to assess the student's level of aggression. The study concludes that adolescents who use games moderately showed a low value of aggression (17.26), while students who use games a lot, mostly with content of excessive violence, the data indicate that they already have a higher degree of aggressiveness (15.33), according to the Q-carp analysis.