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Title:Vpliv računalniških iger z nasilno vsebino na mladino in odnose med njimi : diplomsko delo visokošolskega študijskega programa Informacijska varnost
Authors:ID Bolčič, Leon (Author)
ID Bučar-Ručman, Aleš (Mentor) More about this mentor... New window
ID Šulc, Ajda (Comentor)
Files:.pdf VS_Bolcic_Leon_2025.pdf (818,74 KB)
MD5: C4FAC7F4177FBC5F3EB8AC540115D5E8
 
Language:Slovenian
Work type:Bachelor thesis/paper
Typology:2.11 - Undergraduate Thesis
Organization:FVV - Faculty of Criminal Justice and Security
Abstract:V diplomskem delu je obravnavan vpliv računalniških iger z nasilno vsebino na mladino ter posledice, ki jih takšne igre lahko povzročijo na vedenjski, psihološki in socialni ravni. Namen raziskave je bil preučiti, ali obstaja povezava med dolgotrajnim igranjem nasilnih iger in pojavnostjo agresivnega vedenja, stresa ter motenj v medosebnih odnosih. Teoretični del se osredotoča na definicijo nasilja v različnih oblikah (fizično, psihološko, simbolno in spletno nasilje), razvoj zasvojenosti z igrami skozi čas ter vpliv interaktivnih vsebin na zaznavanje in toleranco do nasilja. Posebna pozornost je namenjena procesni zasvojenosti, psihološkim in biološkim dejavnikom ter vlogi družbenega okolja. Empirični del temelji na anketi med mladimi, rezultati pa kažejo, da pogosto igranje nasilnih iger korelira z višjimi stopnjami impulzivnosti, razdražljivosti in agresije. Vendar raziskava opozarja tudi na pomen osebnostnih značilnosti, družinskih razmer in socialnega okolja pri interpretaciji rezultatov. Ugotovljeno je bilo, da vpliv nasilnih iger ni enoznačen, temveč je odvisen od širšega konteksta. Zaključek poudarja potrebo po odgovorni uporabi takšnih medijev ter nadaljnjih raziskavah, ki bi zajele še večji in raznolik vzorec mladostnikov
Keywords:diplomske naloge
Publication status:Published
Publication version:Version of Record
Place of publishing:Ljubljana
Place of performance:Ljubljana
Publisher:L. Bolčič
Year of publishing:2025
Year of performance:2025
Number of pages:VI f., 60 str., [3] str. pril.
PID:20.500.12556/DKUM-94545 New window
UDC:343.915:004.5(043.2)
COBISS.SI-ID:260681219 New window
Publication date in DKUM:09.12.2025
Views:138
Downloads:26
Metadata:XML DC-XML DC-RDF
Categories:FVV
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Licences

License:CC BY-NC-ND 4.0, Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International
Link:http://creativecommons.org/licenses/by-nc-nd/4.0/
Description:The most restrictive Creative Commons license. This only allows people to download and share the work for no commercial gain and for no other purposes.
Licensing start date:20.08.2025

Secondary language

Language:English
Title:The impact of video games with violent content on youth and relationships between them
Abstract:This thesis explores the impact of video games with violent content on youth and the potential behavioral, psychological, and social consequences they may cause. The aim of the research was to examine whether there is a connection between prolonged playing of violent video games and the occurrence of aggressive behavior, stress, and disruptions in interpersonal relationships. The theoretical part focuses on defining violence in its various forms (physical, psychological, symbolic, and cyber violence), the development of gaming addiction over time, and the influence of interactive content on the perception and tolerance of violence. Special attention is given to behavioral addiction, psychological and biological factors, as well as the role of the social environment. The empirical part is based on a survey conducted among young people. The results indicate that frequent playing of violent games correlates with higher levels of impulsivity, irritability, and aggression. However, the research also emphasizes the importance of personality traits, family dynamics, and social context when interpreting the results. It was found that the influence of violent games is not uniform but depends on a broader context. The conclusion highlights the need for responsible use of such media and suggests further research involving a larger and more diverse sample of adolescents.
Keywords:video games, violence, youth, aggressive behavior


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