Effects of Violence Reduction in Video Games for Esports Competitions on Policy Acceptance in Educational Institutions in Thailand
DOI:
https://doi.org/10.65205/jcct.2026.e3290Keywords:
Violence Reduction, Video Game Violence, Esports Competitions, Policies in Educational InstitutionsAbstract
This study employed a mixed-methods approach integrating quantitative and qualitative data. The objectives were to (1) examine perceptions of violence reduction in esports video games, (2) assess its impacts, (3) compare differences across demographic characteristics, and (4) propose policy recommendations for Thai educational institutions. The quantitative sample comprised 400 participants—200 upper secondary students and 200 undergraduates—from institutions offering esports programs, selected through simple random sampling. Qualitative data were obtained from in-depth interviews with three university lecturers as subject-matter experts. The findings indicated that (1) overall perceptions of violence reduction were moderate, with the highest scores in understanding violent content, while perceptions of actual reduction were low; (2) the overall impact was moderate, with positive effects in social and attitudinal dimensions, but the lowest in behavioral outcomes; (3) no significant gender differences were found overall, although some differences appeared in specific dimensions, and no significant differences were observed between education levels; and (4) policy recommendations emphasized age-appropriate content control systems based on international or local standards, clear institutional policies for game selection, teacher supervision, and training on psychological impacts to enhance emotional intelligence and support students’ ability to distinguish between virtual and real-world contexts sustainably.
Downloads
References
American Psychological Association. (2015, August 13). APA Review Confirms Link Between Playing Violent Video Games and Aggression. https://www.apa.org/news/press/releases/2015/08/violent-video-games
Anderson, C. A., & Dill, K. E. (2000). Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life. Journal of Personality and Social Psychology, 78(4), 772-790. https://doi.org/10.1037/0022-3514.78.4.772
Best, J. W. (1977). Research in Education. Prentice Hall.
Council on Communications and Media. (2016). Virtual Violence. Pediatrics, 138(2), e20161298. https://doi.org/10.1542/peds.2016-1298
Drummond, A. (2020, 22 July). No Long-Term Link Between Video Games and Aggressive Behaviour in Youth. https://www.royalsociety.org.nz/research/no-long-term-link-between-video-games-and-aggressive-behaviour-in-youth
Eastin, M. S. (2006). Video Game Violence and the Female Game Player: Self- and Opponent Gender Effects on Presence and Aggressive Thoughts. Human Communication Research, 32(3), 351-372. https://doi.org/10.1111/j.1468-2958.2006.00279.x
Entertainment Software Rating Board. (n.d.a). PlayerUnknown's Battlegrounds: PUBG Corporation. https://www.esrb.org/ratings/36140/playerunknowns-battlegrounds
Entertainment Software Rating Board. (n.d.b.). Counter-Strike: Global Offensive: Valve Corporation. https://www.esrb.org/ratings/100491/counter-strike-global-offensive
Entertainment Software Rating Board. (n.d.c). Ratings Guide. https://www.esrb.org/ratings-guide
Fowley, K. (2009, February 25). California Law Banning Sale of Video Games to Minors Ruled Unconstitutional. https://ncac.org/news/blog/california-law-banning-sale-of-video-games-to-minors-ruled-unconstitutional
Isranews Agency. (2019, December 30). Esports is One of the Top Dream Careers for Thai Children. https://www.isranews.org/article/thaireform/thaireform-documentary/83716-e-sport83716.html (In Thai)
Jeong, E. J., Biocca, F. A., & Bohil, C. J. (2012). Sensory Realism and Mediated Aggression in Video Games. Computers in Human Behavior, 28(5), 1840-1848. https://doi.org/10.1016/j.chb.2012.05.002
Kreimeier, B. (1999, August 27). Killing Games: A Look at German Videogame Legislation. https://www.gamedeveloper.com/business/killing-games-a-look-at-german-videogame-legislation
Kumari, L., Sharma, U., & Singh, S. (2022). E-Sports, Anxiety, Aggression and Psychological Well-being: A Cross-sectional Study. Journal of Clinical and Diagnostic Research, 16(9), 1-6. https://doi.org/10.7860/jcdr/2022/55801.16883
Lacko, D., Machackova, H., & Smahel, D. (2024). Does Violence in Video Games Impact Aggression and Empathy? A Longitudinal Study of Czech Adolescents to Differentiate Within- and Between-Person Effects. Computers in Human Behavior, 159, 108341. https://doi.org/10.1016/j.chb.2024.108341
National Health Commission Office. (2021). Research Indicates that Children and Youth are Addicted to Video Games for an Average of 5 Hours per Day, Spending 5,000 Baht per Month. https://old.nationalhealth.or.th/th/node/3006 (In Thai)
Ninphet, T., & Sripa, K. (2023). Measures to Promote Creative and Safe Online Games for Children and Youth Through a Collaboration Network. Rajabhat Chiang Mai Research Journal, 24(1), 72-91. https://doi.org/10.57260/rcmrj.2023.261694
Papattha, C., Kamma, C., Phrombandachok, W., Paensuwan, W., Dansathian, T., Panthusuwan, P., Chaisangduen, P., & Sukhsap, W. (2018). Effects of Watching Violent Behavior Content’s Game Videos of Students at the Faculty of Mass Communication Technology, Rajamangala University of Technology Phra Nakhon. Journal for Research and Innovation, Institute of Vocational Education Bangkok, 1(2), 109-118. (In Thai)
Praditpastra, C. (2016). Legal Measures for Regulation Violent Video Games. [Master's thesis, Thammasat University]. Thammasat University Digital Collections. https://digital.library.tu.ac.th/tu_dc/frontend/Info/item/dc:91360 (In Thai)
Przybylski, A. K., & Weinstein, N. (2019). Violent Video Game Engagement is Not Associated with Adolescents’ Aggressive Behaviour: Evidence from a Registered Report. Royal Society Open Science, 6(2), 171474. https://doi.org/10.1098/rsos.171474
Seidman, I. (2006). Interviewing as Qualitative Research: A Guide for Researchers in Education and the Social Sciences (13th ed.). Teachers College Press.
Wattanathitikul, K. (2023, October 14). While Esports is Making History and Winning Medals in Almost Every Tournament, Why is ‘Gaming’ Still Blamed for Youth Problems? https://themomentum.co/gameon-esport-videogame-violent (In Thai)
Downloads
Published
How to Cite
Issue
Section
Categories
License
Copyright (c) 2026 Journal of Computer and Creative Technology

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.





















