scholarly journals The prevalence of computer game addiction and related factors in adolescent boys of Gonabad in 2018

Background and Aim: Computer games are a kind of growing and attractive new communication technology. This has prompted researchers to study the effects of these games on users. This study aims to determine was performed the prevalence of computer game addiction and related factors in adolescent boys of Gonabad in 2018. Materials and Methods: In this cross-sectional descriptive-analytical study, 507 male students of the first-grade in Gonabad were examined by multi-stage sampling method. Data collection tools were included in two sections: Demographic Information and the Lumens Computer Games addiction questionnaire. The data were analyzed by using SPSS software (Version 19) with the help of the Chi-Esquire and Fisher's exact test. Results: The average age of the students in this study was 13.5 ±1 years. The most popular feature of computer games is a lot of excitement (42%), competitive games (29%) and the most common types of computer games were football (48.9%) and violent games (21.7%). 28.4% of students went to Game Center to play computer games. The prevalence of dependence on computer games was moderate to high (73.2%) It showed a significant relationship with the level of education of the mother (P = 0.03), playing computer games by the parents (P <0.001) and the educational level of the students (P = 0.04). Conclusion: The results showed that the highest level of dependence of students was at the intermediate level, which indicates the importance of the problem and the need for the authorities to intervene in this field. Key Words: Prevalence; Dependence; Computer Game; Student; Boy

Background and Aim: Computer games are a kind of growing and attractive new communication technology. This has prompted researchers to study the effects of these games on users. This study was performed aims to determine was performed the prevalence of computer game addiction and related factors in male adolescent boys of Gonabad in 2018. Materials and Methods: In this descriptive-analytical cross-sectional study, 507 male students of the first-grade in Gonabad were examined by multi-stage sampling method. Data collection tools were included in two sections: Demographic information and the Lummens Computer Games addiction questionnaire. The data were analyzed by using SPSS software (Version 19) with the help of the Chi-square and Fisher's exact test. Results: The average age of the students in this study was 13.5 ±1 years. The most popular feature of computer games is a lot of excitement (42%), competitive games (29%) and the most common types of computer games were football (48.9%) and violent games (21.7%). 28.4% of students went to Game Center to play computer games. The prevalence of dependence on computer games was moderate to high (73.2%) It showed a significant relationship with the level of education of the mother (P = 0.03), playing computer games by the parents (P <0.001) and the educational level of the students (P = 0.04). Conclusion: The results showed that the highest level of dependence of students was at the intermediate level, which indicates the importance of the problem and the need for the authorities to intervene in this field. Key Words: Addiction, Computer Game; Male adolescent; Prevalence; Student


Author(s):  
Cahide Çevik ◽  
Özlem Örsal ◽  
Yeliz Ciğerci ◽  
Pakize Özyürek

INTRODUCTION: With the development of technology in recent years, computer games have become indispensable for children. However, the excessive play of these games causes some problems. One of these problems is computer game addiction. In this study, it was aimed to investigate the relationship between computer game addiction and tendency to violence. 572 students were included in the study. METHODS: This study is a cross-sectional study. Data were collected by using computer game addiction and tendency to violence scale. A positive relationship was found between computer game addiction and tendency to violence. In the analysis of data, Whitney U, Kruskal Wallis and Sperman's corelation tests, descriptive statistics such as mean, percentage and frequency, were used. RESULTS: Children playing violent content were found to be high all computer game addiction sub-scale scores and total computer game addiction scores according to children who do not play violent games. Computer game addiction subscale scores and total computer game addiction scores and tendency to violence scores of students who play 9-10 hours per day on computer are higher than students who play shorter time. The tendency to violence scale mean score of the children who play computer games is higher than the children who do not play games on the computer. DISCUSSION AND CONCLUSION: As a result with long-term playing violent games on the computer and computer game addiction can be said to increase the tendency to violence.


2016 ◽  
Vol 2 (9) ◽  
Author(s):  
PANKAJ ,

Computer and mobile games playing is the most well known wellspring of excitement for individuals of all ages, however overabundance playing in these amusements causes negative results spoke to by computer games dependence. Computer games enslavement is considered as a standout amongst the most critical research field which got much consideration these days and pulled in numerous columnist and specialists to expound on and think about it top to bottom. Albeit numerous observational reviews had been drafted in this field so as to gather and investigate information identified with that field, the issue is there is a missing of clear conclusions and results in this field. The fundamental target of this exploration is to build up a poll that aiding in measuring the level of computer games enslavement for understudies in Jordanian colleges. The survey, which utilized as a part of this exploration expects to discover the relationship between each of social issue, troubles in time administration, issues in organizing life`s exercises, and radical play with computer game addiction. 780 polls were appropriated to understudies from Jordanian college’s understudies’ general public. The information gathered from the respondents demonstrated the accompanying there is a huge relationship between each of the accompanying of social issue, troubles in time administration, issues in organizing life`s exercises, and unbalanced play with computer games fixation. At long last the specialist proposes methodology for understudies for battling computer game habit.


2017 ◽  
Vol 41 (S1) ◽  
pp. S596-S596
Author(s):  
D. Mavani ◽  
V. Soldatkin ◽  
E. Mashkina ◽  
A. Dyachenko ◽  
E. Karpova ◽  
...  

IntroductionAddiction to computer games (CA) is growing with a lightning speed in whole world. Very few studies are focused in the genetic basis of this disorder.ObjectivesTo study the COMT and MAOA polymorphism in addicts to computer games.MethodsTotally 42 persons were included in this study, 22 of them had CA and 20 were totally healthy. Out of 22 gamers, 10 persons had only CA. The rest of 12 patients suffered from another psychiatric disorder besides of CA (Schizotypal disorder, depression, bipolar disorder). Their mean age was 16 years (15; 17) and all of them were males.ResultsThe total frequency of alleles 3R and 5R of MAOA gene in patients with CA was 30.0%, which doesn’t have any statistical difference with the healthy persons. The genotype frequency of Val158Met of COMT gene is high in CA rather than in healthy persons (χ2 = 6.85, P = 0.03). Also, the homozygotes Val are much more in CA patients (59.1%) than in healthy persons (25%). On the other hand, the Val/Met combination is lower in CA patients (18.2%) than in healthy persons (55.0%).ConclusionThe Val158Met polymorphism of gene COMT may lead to CA formation.Disclosure of interestThe authors have not supplied their declaration of competing interest.


2021 ◽  
Vol 15 (9) ◽  
pp. 2916-2919
Author(s):  
Veysel Albayrak ◽  
Atalay Gacar ◽  
Eyyup Nacar ◽  
Ömer Faruk Tutar

Background: The universe of the research is the athletes of summer sports schools held in Elazig in 2021. The sample consists of the mothers of 669 randomly selected athletes from sports schools. Aim: The aim of the study is to examine the levels of gaming addiction according to the parental opinions of the students participating the 2021 Elazig Summer Sports Schools. Methods: In order to determine the demographic characteristics of the participants in the study, the personal information form(gender, age, school level, mother work status, child's tablet/phone ownership status), and an 18-item scale developed by Ulusoy (2019) was used. Analysis of the data in the research and the calculation of the results found were created through statistical programs in a computer environment. Frequency (f) and percentage (%) distributions of variables were calculated. The data were checked with skewness and kurtosis tests to determine whether they were normally distributed. As a result of these tests and controls, it was determined that the data of the research was parametric. Therefore, t test and variance analysis (Anova) test were used. The error level was taken as p<0.05 in the study. Results: It was determined that there was a statistically significant difference in computer game addiction depending on the gender, mother work status and tablet/phone/computer availability of the students participating summer sports schools in Elazig province. There was no statistically significant difference in computer game addiction depending on educational status and age variables. Conclusion: In line with the study findings, it was observed that the overall average of computer game addiction levels was below average at 45.30 within the framework of the parental opinions of the students participating summer sports schools in Elazig province. Keywords: Sports, Gaming, Addiction, Technological Device


Author(s):  
Sakineh Abdi ◽  
Fatemeh Jafarzadeh- Kenarsari ◽  
Zahra Bostani- Khalesi ◽  
Ehsan Kazemnejad- Leili

Aims: In order to reduce the rate of cesarean section (CS), it is necessary to be aware of attitudes of women to predict their preferred method of delivery and its related factors. This study aimed to compare attitudes of medical and non-medical female students regarding the preferred method of delivery and its related factors in 2019. Study Design:  cross sectional-analytical study. Place and Duration of Study: Medical and non-medical undergraduate female students of Guilan, Rasht, Iran, were randomly selected between October 2019 and November 2019. Methodology: We included 1040 students (873 non-medical, 167 medical students; mean age 20.90 ± 1.54 years). The data were collected by a researcher-made questionnaire and analyzed using descriptive and inferential (Chi Square, Fisher's exact test, Kruskal–Wallis, Mann-Whitney and multiple regression) statistics (P =.05). Results: In general, 71.50% of subjects in both groups had a neutral attitude. For group comparison, the medical and non-medical groups (24% and 12.40%) had a positive attitude towards CS and (11.40% and 14.80%) had a positive attitude towards normal vaginal delivery (NVD), respectively. Attitude score according to the university (P =.002), the school (P =.002), the academic year (P =.001), age (P =.031), ethnicity (P =.001), child rank (P =.042), father education (P =.007), mother education (P =.006), childbirth method of the mothers in other children (P =.007), and delivery method of the relatives (P =.05) was significant. Conclusion: Although non-medical students had more possitive attitude towards NVD, in general, in both groups, the majority of them had a neutral attitude towards the mode of delivery. It seems necessary to develop the educational-counseling interventions to form a positive attitude towards NVD in all students and youngs.


1995 ◽  
Author(s):  
Mark D. Griffiths ◽  
Imogen Dancaster

2020 ◽  
Vol 35 (6) ◽  
pp. 842-842
Author(s):  
Kiseleva N ◽  
Kiselev S

Abstract Objective There are evidences that game addiction can cause the delay in development of cognitive functions in children. However, we need further research for revealing this risk. The goal of this research was to examine the hypothesis that children at the age of 5 with computer game addiction have a risk for emerging weakness in visuospatial functions at the age of 6. Methods We used questionnaire for parents to reveal children with computer game addiction. Experimental group consisted of 16 5-year-old children with computer game addiction. Control group consisted of 16 children without computer game addiction. Children from experimental and control group were matched for age, gender and IQ. In the framework of longitudinal research children at the age of 6 from both groups were assessed by 4 subtests from NEPSY which are designed for assessing visuospatial functions (Arrows, Block Construction, Design Copying, Route Finding). Results One-way ANOVA has revealed the significant differences (p &lt; .05) between groups for scores in 3 visuospatial subtests (Block Construction, Design Copying, Route Finding). Children from experimental group had low level of performance in these subtests. Conclusion The findings from this study suggest that computer game addiction can have negative effect on the development of visuospatial functions in children. We are going to do further research for revealing the long-term effect of computer game addiction on cognitive development of children in the framework of longitudinal research.


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