(2008) did a test concerning means changes in heart rate and respiration rate in the experimental conditions while playing high violence and low violence video games, and also the means of the average standardized electrodermal reaction into the two types of stimuli for the high- and low-violence groups. The results indicate that the higher level of violence players manifested greater aggression than the low level violence video game players.
On the other hand, video games have also been found to have positive effects. For example, the study of Reinecke (2009), it was indicated that video and computer games are engaging media and are capable of alleviating players’ stress. A model has been deduced from empirical data to support this assertion, depicting the associations among recovery experience, work-related fatigue, daily hassles, emotion-focused coping, problem-focused coping, and playing games for recovery from stress and strain, with social support acting as moderator.
Given these initial literature, the researcher was compelled to investigate what has thus far been found about the influence of video games on teenagers’ cognition, affect, and behaviours. The study shall be beneficial for a thorough understanding of both advantages and repercussions of playing video games, especially amongst teenagers.
Both objectives shall be achieved through a critical review of related literature and interviews with teenagers who avidly play video games. Thus, both primary and secondary data collection shall be undertaken for the purposes of this study.
The review of related literature has been conducted by gathering materials from online journals, newspapers, and websites. On the positive influences of video games, Reinecke (2009) pointed out that “Accordingly, as video and computer games are a very absorbing media environment, they are likely to foster feelings of relaxation and to support recovery from stress and strain.” Moreover, he had drafted out a model