1 Aggressive, Addicted or Both? A Study of Digital Gamers in Singapore Paper for the Cybersafety Conference: Safety and Security in a Networked World: Balancing Cyber-Rights and Responsibilities in Oxford, 8 – 10 September, 2005. Angeline Khoo 1 Russell Hawkins 2 Francis Voon 3 ----------------------------------------------------------------------------------------------------------- Abstract Singapore is hosting the World Cyber Games (WCG) 2005. In the past year, digital game playing and game development have been given much encouragement from government agencies as well as the private sector. Some schools have established cyber gaming clubs to promote online gaming as competitive sports. The local ISPs have shown their support of the gamers by increasing their broadband speeds. There are also weekly reviews of new games and gaming tips in the newspapers. An increasing number of LAN shops are providing online gaming services. While gaming seems to be the “choice” activity among many Singaporean youth, there is an increasing concern among parents regarding its negative effects. A survey conducted by the Parents Advisory Group for the internet (PAGi) in 2003 found that 73% of teenagers reported playing digital games, of which 11% play 5 to 7 days a week. Studies have shown that playing online games, especially those with violent themes, can result in players developing addictive and aggressive tendencies, aggressive self-views and hostile attributional styles. Results of these studies continue to be challenged. To what extent can the findings be applied to Singapore? 1 Associate Professor, Education Subcommittee Chairman of PAGi Psychological Studies Academic Group National Institute of Education Nanyang Technological University Singapore 2 Associate Professor Psychological Studies Academic Group National Institute of Education Nanyang Technological University Singapore 3 Associate Professor, Vice-chairman, PAGi Faculty of Medicine National University of Singapore Singapore