The effect aggressive computer games on the self-concept junior high school boys and girls in Bandar Abbas


Nooshin Taghinejad 1 , Ahmad Alipoor 2 , * , Alireza AghaYousefi 3 , Farahnaz Mohammadi 4

1 Deprtment of Psychology, Faculty of Humanities, Islamic Azad University, Bandar Abbas Branch, Bandar Abbas, Iran.

2 Department of Psychology , Payam - e - Noor University , Tehran, Iran.

3 Department of Psychology , Payam - e - Noor University , Tehran, Iran.

4 PhD Student in Educational Management , Hormozgan University of Medical Sciences, Bandar Abbas, Iran.

How to Cite: Taghinejad N , Alipoor A , AghaYousefi A, Mohammadi F . The effect aggressive computer games on the self-concept junior high school boys and girls in Bandar Abbas, Hormozgan Med J. 2016 ; 20(4):e87474.


Hormozgan Medical Journal: 20 (4); e87474
Published Online: March 10, 2016
Article Type: Research Article
Received: November 06, 2012
Accepted: March 10, 2016




Introduction: Adolescence is associated with a change in self-concept made up of social interactions and experiences. Recent researches indicate the possible role of aggressive computer games on adolescents’ self-concept. The aim of this study is to evaluate the impact of violent computer games on the self-concept of second grade junior high school students in Bandar Abbas.

Methods: This is a quasi-experimental design study with pretest-posttest and control group. The sampling method is accidental sampling. 40 junior high school girls and boys as the clients of “KLICK” game net IN Bandar Abbas were selected as the control group. Participants responded to CSCS (Ahlo valiya) inventory and the experimental group played the aggressive game of Good nd evil. The obtained data were analyzed using SPSS software at the 0.05 significant level with t-test and multivariate analysis of variance with repeated measures and single variate analysis of variance.

Results: Multivariate analysis of variance showed that there is a difference between the boys and girls in the effects of computer games on self-concept (P<0.05). The results of single variate analysis showed that the happiness decreases among girls and fame increases among boys after the computer game, and intellectual and educational behaviors and position increase among boys and girls (P<0.05).

Conclusion: Due to the fact that adolescence is the period of evolution and growth of intellectual processes and given the fact that the intellectual and educational status of adolescents increases after doing the game, it is made clear that doing these games is beneficial for the academic and intellectual achievement of adolescents. In addition, due to the decrease of happiness among girls and increase of fame among boys after these games, it is recommended to give more notifications in line with more acquaintance of adolescents with the effects of these games.


Play Aggressive Computer Games Self-Concept

© 2016, Hormozgan Medical Journal. This is an open-access article distributed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License ( which permits copy and redistribute the material just in noncommercial usages, provided the original work is properly cited.



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