The purpose of the present study was to graphically and comprehensively illustrate the data on the impact of violent games on the behavior of children and adolescents.
This visualization system was designed based on the Schneider principle using the results of a clinical study by psychologists at the University of Ohio that included 242 children aged 8 to 12 years in three groups. All groups played different versions of the Minecraft game, then using data recorded in an Excel file on the Figshare site. 4 variables were depicted. The variables were finding the gun, length of time the gun was held, the number of trigger pulls, as well as demographic or control characteristics including age and gender of the child was depicted.
Visualization was designed in the processing environment and it was easy to compare the three groups using color, shape and coordinate channels. Accordingly, it appears that violent behaviors in children who experienced gun play were greater than those played the sword; both of them showed more violent behaviors than the group who played non-violent version. Violent behaviors were also more prevalent in male children in all three groups. In other words, girls in the 8-12 age group in all three groups were less likely to exhibit post-match violent behavior.
In this study, data on the impact of violent games on the behavior of children and adolescents were graphically and comprehensibly visualized based on the Schneider Principle and revealed that violent behaviors in children who experienced violent games were higher than control group. Violent behaviors were also more prevalent in male children in all three groups.
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