Title: Video games with violent contents and family resilience factors
Authors: Mirjana Radetić-Paić
Addresses: Faculty of Educational Sciences, Juraj Dobrila University of Pula, Croatia, Ronjgova 1, Pula, Croatia
Abstract: Researches have appeared recently which explain the correlation between video games and aggression and include the 'third' variable. In this research the possible variables included were variables linked to family resilience. The research aim is to determine the correlation between playing video games with elements of violence and students' family resilience factors, i.e., if they influence and which are the specific family resilience factors which influence the choice of playing violent or non-violent video games. The purpose of the research is linked to planning adequate preventive interventions for the young. The convenient sample of examinees was formed by first-year students of the Faculty of Educational Sciences of the Juraj Dobrila University of Pula, Croatia. The regression analysis as a multivariate method for data processing has been used and it established the prognostic value of the group of predictive variables. In general, it can be concluded that showing emotions, responsibility and keeping promises inside a family can be linked to playing video games with non-violent contents. The results are especially important for future teachers, since they need to be able to develop appropriate strategies which prevent adverse impacts on learning abilities such as social and communication skills.
Keywords: video games; violent contents; aggressiveness; family resilience factors; emotions; long-term desensitisation effects; university students.
International Journal of Innovation and Learning, 2019 Vol.25 No.3, pp.223 - 236
Received: 28 Dec 2017
Accepted: 10 May 2018
Published online: 09 Apr 2019 *