RELATIONSHIP BETWEEN REACTIVE-PROACTIVE AGGRESSION AND COMPUTER GAMES MOTIVATION IN SECONDARY SCHOOL STUDENTS
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DOI:
https://doi.org/10.26450/jshsr.1786Keywords:
Aggression, adolescence, computer games, motivationAbstract
This study investigates the relationship and extent of this relationship between reactive-proactive aggression and computer games motivation in secondary school students. For this purpose, the relational screening model was used in the study. The study group was randomly selected from the study population. According to random sampling, 160 secondary students were included in the study. The Reactive-Proactive Aggression Scale (RPAS) and Computer Games Motivation Scale (CGMS) were used for data collection. Pearson correlation, mean, standard deviation, minimum and maximum, numbers and percentile values were used in the analysis of the data. In conclusion, a positive, weak and significant relationship was found between the total score of computer games motivation and the reactive-proactive aggression total and sub-scale scores. Male adolescents and adolescents with deceased parents were found to be more aggressive. Male adolescents, adolescents with deceased parents and those with a high socioeconomic level were found to have higher computer games motivation
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