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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