The Impact of Computer Games on Aggression and Loneliness in Students

Document Type : Research Paper

Authors

1 Hoda University

2 MA of family counselling, Islamic Azad university, Qom branch, Qom, Iran

3 PH.d student of family counselling, Kharazmi university, Karaj, Iran

4 psychology Department, litrature and human science faculty, Islamic Azad University, Qom, Iran

Abstract

Background and Objective: A considerable number of students worldwide engage in computer games and find entertainment in them. However, computer games and their use as models can lead to inappropriate behaviors. Therefore, the aim of this study was to investigate the role of aggression and loneliness in computer games.
Method: This study employed a descriptive correlational design. The statistical population included all secondary school students in District 4 of Qom province, totaling approximately 560 students. Using Morgan's table, a sample of 172 male students was selected through multistage cluster random sampling. The research instruments consisted of the Buss and Perry (1992) Aggression Questionnaire and the Russell, Peplau, and Cutrona (1980) Loneliness Scale. The research model was tested using path analysis and bootstrapping methods, and data analysis was performed using SPSS version 21.
Findings: The results showed an acceptable fit for the tested model, and significant relationships were found between computer games and aggression (p < 0.001), aggression and loneliness (p < 0.001), and computer games and loneliness (p < 0.001).
Conclusion: Students' engagement in computer games leads to aggression, which in turn contributes to feelings of loneliness. Therefore, reducing the level of computer game involvement can help mitigate aggression in students and provide an opportunity to reduce their feelings of loneliness.

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