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Correlation Between Video Game Time and Aggression: A Study on Gamer Behavior Essay

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Formulating the Hypothesis and Defining Variables

Correlational research refers to the ability to examine the relationship between two continuous variables, the outcome of which is determining the strength and direction of the relationship between them. It is essential to clarify that the Pearson correlation coefficient, a number between -1.00 and +1.00, cannot be used to draw causal inferences (SSS, 2021; Fernando, 2023). In other words, it is only acceptable to evaluate the characteristics of the relationship between variables from the analysis results but not to determine the cause and effect in these relationships. In the present study, correlation analysis was used to examine the relationship between time spent playing video games and individuals’ level of aggression.

Variables

The analysis involved respondents who each agreed to complete a brief survey voluntarily. The study’s interest determined the design of the data collection; specifically, the snapshot data points did not make sense; instead, they were offered to be analyzed over two weeks. The first variable was the time spent playing video games: for this, participants were asked to observe themselves during the study time and record each day the time they spent playing games. Accordingly, the maximum value of this variable was approximately 20,160 minutes, assuming constant non-stop gaming, eating, and sleeping for two weeks.

The second variable of the study was the level of aggression: since this was a self-report study, the respondent was asked to record their level of aggression every day for two weeks, measured on a ten-point scale, where 10 was the maximum level of aggression. The maximum level of this variable was defined as 140. Averaging video game time and aggression level over two weeks allowed for less bias-related data error and more reliable and representative results of gamer behavior.

Sampling Method: Obtaining a Random Sample

Data collection was based on random probability sampling. To accomplish this, an invitational link to a short online survey with the option to continually add data was posted in gamer and research communities on social media. Individuals clicking on the links were unknown to the author and voluntarily and responsibly completed the survey over two weeks. They were also offered informed consent for review, ensuring that participation was relaxed and participants were aware of the project’s objectives and goals.

Findings

The interest of the present study is determined by the growing number of scientific sources that create contradictions in the relationship under study. On the one hand, the authors confirm that violent video games can lead to increased aggression (Ferguson et al., 2022). On the other hand, the authors indicate no relationship between the two variables (Gallar & Ferguson, 2020). To answer this knowledge deficit, the study proceeds from the hypothesis that time spent on video games is related to an individual’s level of aggression.

Analyzing Causal Explanations for a Correlation of 0.56

The study conducted showed that the Pearson correlation coefficient was statistically significant and numerically equal to r =.56. This implied that there was indeed a relationship between the two variables, which is described as moderately positive. Strictly speaking, this means that as the time spent on video games increases, the aggression level of individuals also increases, and vice versa.

Several rationales may have led to this result. First, the time spent playing games can create a gamer’s sense of reality disruption, resulting in the mechanics of the virtual and real worlds mixing (LeBlanc, 2023). Second, real-world loyalties to blood, murder, rape, and guns can grow if an individual continually uses these in virtual games (Ferguson et al., 2022). Thirdly, if an individual systematically experiences failure and fails to complete games, this can increase aggression and anger that pours out in the real world (Wolterink & Bakkes, 2021). Thus, the study confirms that aggression and video games are indeed related, but the moderation of the size of this relationship points to additional influencing factors.

References

Ferguson, C. J., Gryshyna, A., Kim, J. S., Knowles, E., Nadeem, Z., Cardozo, I., & Willis, E. (2022). . British Journal of Social Psychology, 61(1), 83-99. Web.

Fernando, J. (2023). . Investopedia. Web.

Gallar, J. Z., & Ferguson, C. J. (2020). The Oxford handbook of digital technologies and mental health. Oxford University Press.

LeBlanc, D. (2023). Legislating cybercrime: Why stronger legislation is required considering the psychology of computer users. Web.

SSS. (2021). . Social Science Statistics. Web.

Wolterink, M., & Bakkes, S. (2021). . Web.

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IvyPanda. (2025, June 2). Correlation Between Video Game Time and Aggression: A Study on Gamer Behavior. https://ivypanda.com/essays/correlation-between-video-game-time-and-aggression-a-study-on-gamer-behavior/

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"Correlation Between Video Game Time and Aggression: A Study on Gamer Behavior." IvyPanda, 2 June 2025, ivypanda.com/essays/correlation-between-video-game-time-and-aggression-a-study-on-gamer-behavior/.

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References

IvyPanda. 2025. "Correlation Between Video Game Time and Aggression: A Study on Gamer Behavior." June 2, 2025. https://ivypanda.com/essays/correlation-between-video-game-time-and-aggression-a-study-on-gamer-behavior/.

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IvyPanda. "Correlation Between Video Game Time and Aggression: A Study on Gamer Behavior." June 2, 2025. https://ivypanda.com/essays/correlation-between-video-game-time-and-aggression-a-study-on-gamer-behavior/.

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