Relationship between Computer Games and Aggression in Junior High School Students in Zabol City in Academic Year 2015 – 2016

Meysam Ganjali, Soleyman Saravani, Razieh Jalalinejad, Marzieh Davoodi


Introduction: adolescents are major audience of computer games, harmful effects of which including aggression may be an obstacle for education of students and also cause disorder in educational environment. In addition, it causes self-harm in aggressive people. Thus, current study aims at determining aggression level in adolescents and its related factors.

Materials and Methods: In this cross sectional descriptive study 369 junior high school students in Zabol city took part who were studying during academic year 2015- 2016. Data were collected by demographic, computer games and Buss and Perry aggression questionnaires. Data were statistically analysed using SPSS 22 software.

Findings: Among 369 population in the study, 57.2 percent were female and remaining were males. 73.7 percent of students used computer games, and 51.1 percent of them showed aggression. Mean score of aggression was 79.60 ± 15.87 Findings showed significant relationship between aggression score in male seventh grade students and users of harsh games (P < 0.05). Also, there was significant relationship between physical aspect of aggression and gender, physical aspect and aaggression anger with the type of computer games and between anger and aggression hostility and educational grade of students (P < 0.05).

Conclusion: Considering significant relationship between computer games and aggression, there is need for designing formulated educational programs for increasing awareness and changing attitude and subsequently changing adolescent behaviour for optimal use of modern technology in order to reduce their adverse effects.


Adolescents, computer games, student, aggression.

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