The purpose of this study is to find out what effects violent PC game playing has on aggressive behavior and that the self-efficacy, attitude and subjective norm play roles of mediate variables.
The subjects were 457 middle school boys selected from ...
The purpose of this study is to find out what effects violent PC game playing has on aggressive behavior and that the self-efficacy, attitude and subjective norm play roles of mediate variables.
The subjects were 457 middle school boys selected from 3 schools in Taejon and the questionaire was used. The violent PC game playing, self-efficacy, subjective norm, attitude, and aggressive behavior were measured as related variables, and aggressive behavior was dependant variable. The statistical method utilized for data analysis was regression analysis.
The results of the study were as followings :
1. The higher aggressive boys played violent PC game more than the lower ones.
2. The boys having much experiences on violent PC game performed more aggressive behavior.
3. The self efficacy, attitude and subjective norm shown as mediate variables between violent PC game playing and aggressive behavior were valid.
Finally some limitations of this study was discussed.