HOW THE USE OF COMPUTER TYPES AND FREQUENCY AFFECTS ADOLESCENCES TOWARDS ANGER AND AGGRESSION
This study was conducted to research the relationship between use of computer types and frequency and anger and aggression in adolescents. The study was conducted among years 9, 10 and 11 students (secondary level) in 2008-2009 academic year. The general research tool for this study used was “Relationship research” model. The focal schools of this research were randomly selected from the Nicosia district in North Cyprus. There were a total of 214 participating students and the data collection tools were: Aggression Scale, Anger Scale and a Personal Information form. In addition, the data collected through these scales and questionnaires were analyzed by using statistical calculations of frequency, mean, standard deviation, Anova and T-test techniques at p< 0,5 level. The results of the study show that there was no significant difference between adolescences who play and those who do not play computer games. It was also found that there was no significance in the relationship of playing computer games in other places between adolescences towards anger and aggression. Together with this, the average amount of computer games played within a week among adolescences has no significant impact on the levels of their anger and aggression. Also, there was no significance observed of playing weekly computer games at an internet café and the use of computer types and frequency in relation to their anger and aggression. Moreover, there was no significant difference between adolescents’ levels of anger and aggression towards computer games of sports and competitive games, war and strategic games and general logic computer games.