Page 53 - tmp
P. 53

The presence of playing video games among the high school students


                                                    Slađana Vlatković


                                  Center for talented youth Vojvodine, sladjanavlatkovic@gmail.com

          1. Introduction                                      by the greater adaptability of the content in video games to
                                                               the  personality  of  males.  The  connection  was  spotted
          We live in a time in which the computer is component part   between  the  school  that  the  subject  is  attending  and  the
          of our lives. Also playing games is an increasingly popular   school that the subject is attending and the time that he can
          activity. Over time they have become part of their personal   spare for this activity, from which we can assume that the
          and  social  lives  of  young  people,  contributing  to  the   students of Grammar School, due to range of lectures and
          development  of  different  relationships  between  people  as   the  high  demands,  have  less  time  and  therefore  they  play
          well  as  changing  perceptions  towards  the  concept  of   games  less.  Also,  the  58,  2%  of  the  subjects  have  no
          entertainment. By itself, this activity is not harmful, if not   feelings after a defeat in games. It can be assumed that this
          lead to dependency. In people it can affect the development   result was achieved because the subjects weren’t taught to
          of  a  range  of  skills  such  as  learning,  quick  thinking,   recognize their feelings during their development. Also, the
          memory...  Contrary  to  what  playing  games  can  affect  the   additional explanation can be that the subjects do not want
          increasing aggressiveness, anxiety and violence, which can   to acknowledge their true filings, because that would show
          become an important factor in the formation of personality.   the effect that games have on them. According to research
          The  research  problem  is  defining  the  presence  of  playing   why  the  respondents  play  games  is  boredom,  and  the
          video games among the  high school students. The aim of   everyday  problems  that  young  people  are  burdened.  The
          this  research  is  to  spot  presence  of  playing  video  games   output  from  these  everyday  problems  they  found  in  the
          among  high  school  students  depending  on  gender,  school   imaginary world of computer games.
          and success.
                                                               4. Conclusion


                                                               From  early  childhood,  it  is  necessary  to  point  out  to
                                                               children at the pros and cons of playing video games. The
                                                               parents  and  the  environment  in  which  people  live  are
                                                               important factor that influences. It is necessary to set time
                                                               limits, and create habits that this activity is performed only
                                                               after the execution of daily activities. There by reducing the
                 Picture 1- Young people who play games        risk of dependency. It is very important and choosing the
                                                               content  game.  Preferably,  the  games  have  educational
          2. Method                                            content,  such  as  thinking  or  strategy  games,  while  games
                                                               with violent content,  such as  war are considered harmful.
          The  applied  work  method  was  the  systematic  non-  These  results  open  possibilities  for  research  of  the
          experimental  research  and  the  technique  was  anonymous   connection between the temper and playing games, as well
          questionnaire constructed for the purpose of research under   as between playing games and addiction
          the name ,,Gaming fever“.

          The  questionnaire  that  the  subjects  who  were  questioned   References
          filled in the internet and traditional form were constructed
          of  22  questions  which  referred  to  the  opinions  of  the   [1.] Grujić  V.  Ivana,  Personality  traits  and  internet
          subjects who were questioned about computer games. The       addiction. Graduate  work. Faculty of Philosophy,
          research  was  conducted  on  the  sample  of  173  subjects,   Kosovska Mitrovica, 2010
          students  of  the  Grammar  School  and  the  Technical  High   [2.] Đorđević  Anita,  The  psychological  profile  of
          School in Sombor,  which  were equally present in  gender,
          class and school. The processing of data was conducted in    internet  addicts.  Professional  work.  Institute  for
          Microsoft Office Excel 2007, using descriptive statistics.    Strategic Research, Belgrade, 2011
                                                                   [3.] Jevtić  Ana  and  Savić  Milomirka,  Correlation
          3. Results                                                   between playing violent video games and bullying
                                                                       among  adolescents  in  Serbia.  original  scientific
                                                                       work, . Faculty of Philosophy ,Belgrade, 2013
          The research results have shown that the video games are
          played more by males then females. That could be example
   48   49   50   51   52   53   54   55   56   57   58