Document Type : Research Paper

Author

PHD Nanyang Technological University

Abstract

Digital games are among essential forms of entertainment among different groups, especially young people. Data from Iranian national video council confirms that more than fifty percent of young people play digital games either at home or at game cafes. Despite increasing popularity of digital games among you people, there have been concerns about negative effects of video games on players’ aggressive behavior in real life and their mental inclinations. Theories and findings about video game effects are not consistent and they are at times in clear opposition. In this paper, we review major approaches in video game effects analysis. We found that two essential approaches include social science approach and humanities. Through two research methods including document analysis and meta analysis of the literature we illustrate how and why major game effects approaches are in opposition. We indicate why there are inconsistencies about findings for video game effects. Finally, true answer to the question whether playing video games would result in aggressive behavior in real life is provided.

Keywords

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