Impact of Violent Games on Mental Health


  • Sajeel Ahmed Iqra University Islamabad


In this world of revolution of technology people have access to every access of entertainment and information. Bygone computers were only source of working on station or laptop but nowadays smart cellphones are full of specs for working for your office, college or any particular task but when it comes to entertainment smart phones nowhere less than anything. Cellphones have almost every source of entertainment which is from social media to YouTube or any other site of any specific entertainment. Smart phones offer games on Ios and Android worldwide with different features.

Cross-sectional look into analyzing the connection between violent computer games and animosity fall into two unmistakable classifications: correlational and trial. The run of the mill correlational investigation around there asks members to initially portray their computer game playing propensities and afterward self-report emotions or practices identified with hostility and viciousness. For instance, Anderson and Dill (2000) found that inclination for violent computer games was identified with self-revealed forceful wrongdoing. Most of studies utilizing a cross-sectional correlational structure have discovered that people who play or favor violent computer games will in general express unfriendly or forceful propensities (for audits see Anderson and Bushman, 2001; Anderson, et al., 2010; Ferguson, 2007; Sherry, 2001). Such discoveries propose a connection between violent computer games and hostility yet give no reasonable sign of the causal bearing of this connection.




How to Cite

Sajeel Ahmed. (2021). Impact of Violent Games on Mental Health. Graduate Journal of Pakistan Review (GJPR), 1(1), 40–47. Retrieved from