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The Relationship of Computer Games and Reported Anger in Young People

Published online by Cambridge University Press:  15 June 2012

Mukaddes Demirok
Affiliation:
Department of Computer Education and Instructional Technology, Near East University, North Cyprus
Fezile Ozdamli
Affiliation:
Department of Computer Education and Instructional Technology, Near East University, North Cyprus
Cigdem Hursen
Affiliation:
Department of Computer Education and Instructional Technology, Near East University, North Cyprus
Zehra Ozcinar
Affiliation:
Atatürk Teacher Academy, North Cyprus
Muge Kutguner
Affiliation:
Near East College, North Cyprus
Huseyin Uzunboylu*
Affiliation:
Department of Computer Education and Instructional Technology, Near East University, North Cyprus
*
address for correspondence: Assoc. Prof. Dr Hüseyin Uzunboylu, Department of Computer Education and Instructional Technology, Near East University, North Cyprus, via Mersin 10, Turkey. Email: huzunboylu@neu.edu.tr
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Abstract

Playing computer games is a routine activity for most young people today. The aim of this study was to examine the relationship of time spent playing computer games, the violence of the game, and self-reported anger of students in North Cyprus. Four hundred participants between the ages of 15–18 completed the State-Trait Anger and the Anger Expression questionnaire, together with a section on gaming. The results showed that most (43%) students played computer games 3–4 days a week, with many (31.5%) playing every day. It was found that students who played computer games for 2–3 hours a day scored higher on expressed anger than those who played for less than half an hour a day. Those young people who preferred to play action, adventure, fight and strategy games were found to have reported higher levels of anger than those who played other types of computer games. The implications for guidance counsellors, parents and teachers are discussed.

Type
Articles
Copyright
Copyright © The Authors 2012

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