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SOCIOLOGY & ANTHROPOLOGY

A STUDY ON THE RELATIONSHIP BETWEEN VIOLENT VIDEO GAME EXPOSURE AND YOUTH INVOLVEMENT IN CRIMINAL ACTIVITIES IN NIGERIA

This study investigates the relationship between violent video game exposure and youth involvement in criminal activities in Nigeria. Using a quantitative survey design, the research aims to determine whether frequent exposure to violent games influences delinquent behavior. Findings reveal a significant correlation, suggesting the need for awareness and regulatory measures to curb negative behavioral outcomes. Keywords: Violence, Video games, Youth crime, Nigeria

Chapters

5

Research Type

quantitative

Delivery Time

24 Hours

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CHAPTER ONE INTRODUCTION 1.1 Background of the Study A significant transformation in the social environment of the twentieth century has been the rise of mass media. This includes platforms such as the internet, video games, movies, television, and radio, all of which have become central to our daily lives. These media channels have profoundly influenced societal values, behaviors, and perceptions. Among them, video games—especially violent ones—have sparked considerable debate and scholarly interest regarding their impact on youth behavior globally. Scholars, educators, and policymakers have raised concerns about the extent to which violent video games may contribute to aggressive behavior and delinquent tendencies in adolescents (Anderson & Bushman, 2001). While video games can foster cognitive development and offer entertainment, there are apprehensions about their potential to foster aggression, particularly in impressionable youth populations (Ferguson, 2015). In Nigeria, the increased accessibility to the internet and the proliferation of digital technologies have allowed more young individuals to engage with violent video games (Adetunji & Eze, 2020). With a youthful demographic constituting the majority of the population, many Nigerian adolescents spend significant amounts of time on these games. Studies from different regions of the world indicate that video game exposure can influence behavioral and social outcomes in youth, particularly when unsupervised or lacking parental guidance (Gentile, 2009). Despite this, there is still limited empirical evidence on how violent video games specifically influence youth behavior in the Nigerian context, especially with regards to criminal tendencies. Global studies have produced varied findings; some indicate that violent video game play is associated with increased aggression, reduced empathy, and a diminished sensitivity to violence (Carnagey et al., 2007). Anderson and Dill (2000), for instance, found that frequent players of violent video games tend to be more aggressive. Conversely, Ferguson (2015) argued that the influence of violent video games may be overstated, suggesting that factors such as peer influence, family dynamics, and economic conditions may have a greater effect on youth behavior than video game exposure alone. Given Nigeria's unique socio-cultural and economic setting, it is vital to consider how these elements interact with media consumption. Factors such as poverty, high unemployment, and limited recreational opportunities may amplify the effects of violent media and contribute to juvenile delinquency (Odekunle, 2019). Moreover, Nigerian parents may face challenges monitoring their children’s gaming habits due to busy work schedules or a lack of awareness about the risks posed by violent video games (Eke, 2020). Social interactions among peers further influence gaming behavior, with research showing that friendships and peer networks can shape both the consumption of violent games and engagement in risky behavior (Uchendu & Adejumo, 2021). The immersive nature of such games, which often reward aggressive conduct and simulate criminal behavior, may normalize or even glamorize antisocial tendencies among Nigerian youth. Consequently, this research aims to examine the relationship between violent video games and youth involvement in crime within Nigeria. 1.2 Statement of the Problem The debate around the influence of violent video games on youth behavior continues to spark scholarly and public interest. Some studies have demonstrated a link between exposure to violent video games and an increase in aggressive tendencies, while others have challenged the strength and significance of this association (Anderson & Bushman, 2001; Ferguson, 2015). In Nigeria, the rapid spread of digital technologies has led to more widespread access to such games among young people, prompting concerns about the behavioral consequences. Recent trends in several Nigerian urban areas show a troubling rise in youth criminal activity, including acts of violence and delinquency, raising the need for effective intervention strategies (Adeleke & Ogunleye, 2021). Despite growing concerns, there remains a noticeable gap in research focused on the specific link between violent video game exposure and juvenile crime within Nigeria. This is particularly important given the country's distinctive socio-cultural environment, where peer pressure and socioeconomic factors are known to influence youth behavior (Eke, 2020). Furthermore, issues such as limited parental oversight and the scarcity of constructive recreational alternatives may also play a role in the behavioral development of Nigerian adolescents (Iheanacho & Ajayi, 2019). Therefore, this study seeks to investigate the correlation between violent video game exposure and youth involvement in criminal activities in the Nigerian context. 1.3 Objective of the Study The primary objective of this research is to examine the correlation between violent video game usage and youth involvement in crime in Nigeria. The specific objectives are: i. To determine the prevalence of violent video game usage among Nigerian youth. ii. To identify the types of violent video games most commonly played by Nigerian youth. iii. To explore the connection between the frequency and intensity of violent video game use and youth participation in criminal activities. iv. To propose actionable recommendations aimed at reducing the potential adverse effects of violent video games on Nigerian youth. 1.4 Research Questions The following research questions are formulated to guide the study: i. What is the prevalence of violent video game usage among Nigerian youth? ii. Which types of violent video games are most frequently played by Nigerian youth? iii. How does the intensity of violent video game usage relate to criminal behavior among Nigerian youth? iv. What are the recommended measures for minimizing the negative effects of violent video games on Nigerian youth? 1.5 Significance of the Study This research will be valuable to various stakeholders, especially the Ministry of Education, by providing insights that can assist teachers, counselors, and school administrators in addressing behavioral issues related to violent video game exposure. By highlighting any correlations between these games and criminal tendencies, the findings may enable the early identification of at-risk students and prompt timely interventions. Educational institutions may use this information to develop programs that nurture emotional regulation, social skills, and constructive conflict resolution techniques, potentially mitigating the harmful effects of violent media exposure. The study will also be significant for the academic community by contributing to the body of literature on media influence, serving as a resource for libraries, and offering guidance for future research efforts on related topics. 1.6 Scope of the Study This research focuses on analyzing the relationship between violent video games and youth crime involvement in Nigeria. The study will specifically investigate the prevalence of violent video game usage among Nigerian youth, examine the most frequently played violent video games, evaluate the association between the intensity of game usage and criminal involvement, and suggest recommendations to reduce adverse effects. Geographically, the research will be limited to youths residing in Aniocha North Local Government Area of Delta State. 1.7 Limitations of the Study As with most academic endeavors, certain challenges were encountered in the course of this research. Key limitations include: Time Constraints: The researcher had to balance academic responsibilities such as attending lectures and completing other assignments alongside the research process. Financial Constraints: Expenses related to typesetting, printing, sourcing relevant materials, and data collection posed a financial burden on the researcher. Limited Availability of Materials: The researcher faced difficulties in locating sufficient academic literature specific to the topic, given its relatively narrow and evolving scope. 1.8 Definition of Terms Violent Video Games: Digital games characterized by content involving physical aggression, combat, or simulated criminal behavior, where players engage in violence to progress or succeed in the game. Youth: In this study, "youth" refers to individuals aged between 15 and 24 years, consistent with the United Nations' classification, focusing specifically on Nigerian youth who engage in video gaming. Crime Engagement: Involvement in unlawful acts such as theft, assault, vandalism, or other delinquent activities that may result in legal consequences, particularly as influenced by media or social environments. Aggressive Behavior: Actions marked by hostility, verbal abuse, or physical violence toward others. These behaviors may emerge from multiple social and environmental influences. Parental Supervision: The extent to which parents or guardians monitor and regulate their children’s video game usage, including setting boundaries, enforcing rules, and guiding content consumption. Peer Influence: The effect that friends and peer groups have on an individual’s behavior, including the encouragement or discouragement of engaging with violent video games and participation in risky activities.

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