Authors
Advisor(s)
Abstract(s)
Os videojogos, são considerados hoje em dia um dos entretenimentos mais populares entre os jovens, desempenhando um papel muito importante na sua socialização (Holmes & Pellegrini, 2005; Colwell, 2007). São variadas as formas de utilização, consolas, computadores, televisões e até telemóveis, tendo desta forma, milhares de jogadores em todo o mundo (Rosa, 1998). Muitos autores estudaram esta temática através do Modelo Geral da Agressão, procurando explicar os efeitos, a curto e a longo prazo, dos videojogos violentos nos adolescentes. Segundo Bandura (1973) existe a possibilidade de desenvolver técnicas agressivas de comportamento, bem como o surgimento da desinibição e facilitação da agressividade interpessoal.
A preocupação relacionada com os efeitos à exposição da violência protagonizada nos videojogos gerou uma grande curiosidade na investigação. Surgiram assim nos anos 80 vários autores que estudaram esta temática, com o intuito de avaliar os impactos desta nova forma de entretenimento, nomeadamente porque muitos dos jogadores são crianças e adolescentes, e estes são mais susceptíveis e vulneráveis à sua influência (Zagaldo, 2013). Foram muitos os autores que chegaram à mesma conclusão, ao observarem uma relação entre “jogar jogos violentos” e “agressividade juvenil”.
O objetivo principal deste estudo é compreender se a utilização contínua de videojogos violentos na adolescência pode causar uma maior utilização de agressividade na resolução de dilemas.
ABSTRACT: Videogames are considered today one of the entertainment most popular among the juvenile, hence playing an important role in their socialization (Holmes & Pellegrini, 2005; Colwell, 2007). There are various forms of utilization such as: consoles, computers, televisions, and even cell phones, therefore there are millions of players in the world (Rosa, 1998). Many authors studied this theme through the General of Aggression Model, in search of the effects, at short and long term, of violent videogames in adolescents. According to Bandura (1973) there is a possibility to develop aggressive techniques of behavior, as well as the disinhibition and facilitation of interpersonal aggression. The preoccupation related with the effects of exposition to the violence that is portrayed through videogames created a big curiosity in investigation. In the eighties many authors emerged to study this theme, with the intention to evaluate the impacts of this new entertainment, especially since many players are children and adolescents, and these are susceptible and vulnerable towards their influence (Zagaldo, 2013). There were many, the authors that arrived at the same conclusion, while observing a relation between “playing violent games” and “juvenile aggression”. The main goal of this study is to understand if the continuous utilization of violent videogames in the adolescence can cause a bigger utilization of aggression in resolving dilemmas.
ABSTRACT: Videogames are considered today one of the entertainment most popular among the juvenile, hence playing an important role in their socialization (Holmes & Pellegrini, 2005; Colwell, 2007). There are various forms of utilization such as: consoles, computers, televisions, and even cell phones, therefore there are millions of players in the world (Rosa, 1998). Many authors studied this theme through the General of Aggression Model, in search of the effects, at short and long term, of violent videogames in adolescents. According to Bandura (1973) there is a possibility to develop aggressive techniques of behavior, as well as the disinhibition and facilitation of interpersonal aggression. The preoccupation related with the effects of exposition to the violence that is portrayed through videogames created a big curiosity in investigation. In the eighties many authors emerged to study this theme, with the intention to evaluate the impacts of this new entertainment, especially since many players are children and adolescents, and these are susceptible and vulnerable towards their influence (Zagaldo, 2013). There were many, the authors that arrived at the same conclusion, while observing a relation between “playing violent games” and “juvenile aggression”. The main goal of this study is to understand if the continuous utilization of violent videogames in the adolescence can cause a bigger utilization of aggression in resolving dilemmas.
Description
Dissertação de Mestrado apresentada ao ISPA - Instituto Universitário
Keywords
Adolescência Videojogos violentos Agressividade Adolescence Aggressive videogames Aggression