Video Game Exposure and BPAQ Metrics
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About
Data exploring the potential relationship between the amount of time students spend playing violent video games and their resulting aggressive behaviour. This information was gathered through a survey to quantify the level of exposure to violent games and measure corresponding changes in conduct. The dataset is prepared for statistical analysis, such as linear regression or ANOVA, aimed at establishing the significance of this relationship. Sensitive personal identifying information has been removed to maintain participant privacy.
Columns
The dataset contains 43 columns detailing demographics, gaming habits, behavioural changes, and self-reported aggression levels:
- Timestamp: The date and time when the participant submitted their data.
- What is your age?: Age of the participant.
- Gender: Gender of the participant (e.g., male, female).
- Class: The education level of the participant (e.g., 12th, 11th).
- City/ Residencial status: The original residential location of the participant (e.g., Lahore).
- Type of Family: Whether the participant belongs to a joint or nuclear family structure.
- What type of video games do you typically play?: The genre of video games played (e.g., sports, action).
- Name the video game you usually play: Specific examples of video games mentioned (e.g., Pubg).
- How many hours do you play Video Games in a day?: General daily gameplay duration (e.g., less than 1 hour).
- How much time do you play "violent" video games specifically?: The independent variable, measuring specific hours of violent game exposure.
- What changes on behaviour have you experienced in yourself after playing violent video games?: Open response on perceived behavioural effects.
- 29 Buss-Perry Aggression Scale Questions: A series of 29 questions designed to measure various facets of aggression (e.g., "I am a hot-tempered person," "If I have to resort to violence to protect my rights, I will"). Responses are on a Likert scale.
- Have you ever been involved in delinquent behaviour?: Self-reported involvement in activities like stealing or breaking things.
- Do you believe that playing violent video games can lead to aggressive behavior in real life?: Participant opinion on the premise of the study.
Distribution
The data is available in CSV format, specifically referenced as
Effects of Violent Video Games On Aggression CSV MSDOS.csv. It contains 43 columns and 147 valid records. The data collection occurred across a short period in July 2023. All data fields are 100% valid with no missing or mismatched records identified. The 29 aggression scale questions utilise textual Likert scale responses (Strongly disagree, Disagree, etc.) which must be coded numerically (1-5) to derive a cumulative 'BPAQ Score' for analytical use.Usage
This data is highly suitable for statistical modelling to determine the correlation and significance between violent video game exposure and aggression levels. It can be used for academic studies focused on psychology and media effects, employing techniques such as inferential statistics. Ideal applications include creating a dependent variable ('BPAQ Score') by summing the 29 aggression items and using the time spent on violent games as the independent variable.
Coverage
The data was collected over a six-day period, spanning from 11 July 2023 to 17 July 2023. Geographically, a significant portion of the participants reside in Lahore. Demographically, the sample consists of students, primarily male (72%), with a concentration around the age of 20 and the 12th education level.
License
Attribution-NonCommercial 4.0 International (CC BY-NC 4.0)
Who Can Use It
- Psychology Researchers: To test theories regarding media consumption and temperament.
- Social Scientists: To analyse societal trends relating to youth behaviour and digital media.
- Data Science Students: For educational projects involving survey data processing, variable transformation (Likert scale coding), and regression analysis.
- Policy Analysts: To understand potential behavioural impacts linked to gaming exposure.
Dataset Name Suggestions
- Student Gaming Habits and Aggression Survey Results
- Video Game Exposure and BPAQ Metrics
- Youth Aggression and Violent Media Correlational Data
Attributes
Original Data Source: Video Game Exposure and BPAQ Metrics
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