scholarly journals The prevalence of computer game addiction and related factors in male adolescent 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 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

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


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.


2018 ◽  
Vol 21 (1) ◽  
pp. 70-78
Author(s):  
Taysi Seemann ◽  
Fernanda Pozzobom ◽  
Melissa de Carvalho Souza Vieira ◽  
Leonessa Boing ◽  
Zenite Machado ◽  
...  

Abstract Objective: to evaluate the prevalence of symptoms of depression among men diagnosed with prostate cancer and their association with quality of life and treatment-related factors. Methods: a cross-sectional study of 85 men with a mean age of 66±8 years who were diagnosed with prostate cancer was performed. The survey was based on a questionnaire with previously validated instruments which investigated social, demographic and economic characteristics, the history of the disease, quality of life (European Organization for Research and Treatment of Cancer Questionnaire C30 - EORTC QLQ-C30 / QLQ-PR25) and symptoms of depression (Beck Depression Inventory). The presence of symptoms of depression was considered an outcome, and statistical analyzes were performed using the Chi-square test, Fisher's exact test, Mann Whitney U test and Poisson regression (p<0.05). Results: significant results were found for quality of life in relation to symptoms of depression in the functional, global and symptomatic health scale (p<0.001). This demonstrates that the presence of symptoms of depression is related to a negative quality of life. Conclusions: for a greater understanding of prostate cancer and its consequences on the quality of life of patients it is important to consider possible disorders in psychological aspects caused by the illness, as symptoms of depression are frequent in patients undergoing treatment for prostate cancer.


2020 ◽  
Vol 12 (2) ◽  
pp. 79-83
Author(s):  
Fazele Atarbashi-Moghadam ◽  
Mohammadreza Talebi ◽  
Farnaz Mohammadi ◽  
Soran Sijanivandi

Background. Preventive dentistry, including supportive periodontal therapy (SPT), is one of the most critical areas of attention. Despite SPT’s importance in the long-term success of periodontal treatment, the patients’ adherence to it is weak. The present study aimed to evaluate of periodontal disease’s recurrence rate and its related factors in periodontal patients without regular follow-up. Methods. A cross-sectional study was set in a specialized periodontics clinic in Tehran, Iran. Patients with periodontitis who completed periodontal therapy during 2005–2014 and did not adhere to the maintenance phase were evaluated. The periodontal history of the patients was updated. The previous diagnoses of patients according to their previous periodontal charts were revised by AAP 2015 criteria. Then, periodontal parameters were assessed, and current periodontal status was evaluated. Statistical analyses consisted of Fisher’s exact test, t-test, Man-Whitney test, and Kruskal-Wallis test. Spearman’s correlation coefficient was used to assess the relationship between factors and variables. Results. Fifty patients were evaluated, including 29 males and 21 females. There was a significant relationship between the initial diagnosis and recurrence rate of periodontitis (P=0.017). There was also a significant relationship between the recurrence of periodontitis and the years elapsed since the initial treatment (P=0.027, r = 0.353). Smoking significantly affected tooth loss (P=0.001). Conclusion. Patients with severe periodontitis need more attention to participate in supportive periodontal care. The patients must be aware of the disadvantages of neglecting this phase and be reminded of regular follow-up.


Author(s):  
Mohamed Awad ◽  
Mansour Alradan ◽  
Nawaf Alshalan ◽  
Ali Alqahtani ◽  
Feras Alhalabi ◽  
...  

Dental practitioner-related factors can affect the quality of composite restorations. This study aimed to investigate the clinical techniques used by dental practitioners (DPs) while placing direct posterior composite restorations. Methods: A questionnaire survey that sought information related to the placement of posterior composite restorations was delivered to 161 DPs working in the Al-Kharj area, Saudi Arabia. The collected data were statistically analyzed using Pearson’s Chi-square test and Fisher’s exact test considering the DP’s working sector and the answered questions. Results: A total of 123 DPs completed the survey (76.4% response rate). There was a statistically significant difference between DPs working in the private sector and those working in the governmental sector in 7 out of 17 questionnaire items namely: preparing a minimum depth of 2 mm, (p = 0.001); mechanical means of retention, (p = 0.003); operative field isolation, (p = 0.004); adhesive strategy, (p < 0.001); light-curing unit used, (p = 0.013); the use of radiometer, (p = 0.023), and dental matrix selection, (p < 0.001). Conclusion: The clinical techniques applied by DPs working in the private sector in Al-Kharj, Saudi Arabia when placing posterior composite restorations, including the specifications of cavity preparation, operative field isolation, and selection of the dental matrix system, may be substandard compared to those applied by DPs working in the governmental sector.


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.


10.2196/30310 ◽  
2021 ◽  
Vol 9 (4) ◽  
pp. e30310
Author(s):  
Amir Zaib Abbasi ◽  
Umair Rehman ◽  
Zahra Afaq ◽  
Mir Abdur Rafeh ◽  
Helmut Hlavacs ◽  
...  

Background Video games are expanding exponentially with their increased popularity among users. However, this popularity has also led to an increase in reported video game addiction. There may be consumer engagement–related factors that may influence video game addiction. Objective This study aims to empirically examine the impact of the dimensions of consumer video game engagement on video game addiction. The dimensions are dedication, absorption, conscious attention, social connection, enthusiasm, and interaction. We utilize the uses and gratifications theory to study the video game engagement dimensions as potential factors through which gamers feel gratified and engaged in video game playing. Additionally, this study incorporates the cultivation theory to investigate how video game engagement factors trigger video game addiction. Methods A two-step process was applied for data analysis on valid cases of 176 gamers aged 15-25 years: video game addiction was specified and validated as a reflective-formative construct, and hypothesis testing was later performed using the WarpPLS on valid respondents. Results The analysis uncovered 2 dimensions of video game engagement: social connection with P=.08 and interaction with P=.49, which did not significantly contribute to video game addiction. Conclusions This study offers unique insights to a myriad of stakeholders, mostly psychologists and psychiatrists, who routinely prescribe behavior modification techniques to treat video game addiction.


2021 ◽  
Author(s):  
Amir Zaib Abbasi ◽  
Umair Rehman ◽  
Zahra Afaq ◽  
Mir Abdur Rafeh ◽  
Helmut Hlavacs ◽  
...  

BACKGROUND Video games are expanding exponentially with their increased popularity among users. However, this popularity has also led to an increase in reported video game addiction. There may be consumer engagement–related factors that may influence video game addiction. OBJECTIVE This study aims to empirically examine the impact of the dimensions of consumer video game engagement on video game addiction. The dimensions are dedication, absorption, conscious attention, social connection, enthusiasm, and interaction. We utilize the uses and gratifications theory to study the video game engagement dimensions as potential factors through which gamers feel gratified and engaged in video game playing. Additionally, this study incorporates the cultivation theory to investigate how video game engagement factors trigger video game addiction. METHODS A two-step process was applied for data analysis on valid cases of 176 gamers aged 15-25 years: video game addiction was specified and validated as a reflective-formative construct, and hypothesis testing was later performed using the WarpPLS on valid respondents. RESULTS The analysis uncovered 2 dimensions of video game engagement: social connection with <i>P</i>=.08 and interaction with <i>P</i>=.49, which did not significantly contribute to video game addiction. CONCLUSIONS This study offers unique insights to a myriad of stakeholders, mostly psychologists and psychiatrists, who routinely prescribe behavior modification techniques to treat video game addiction.


2009 ◽  
Vol 13 (4) ◽  
pp. 537-543 ◽  
Author(s):  
Kathleen Custers ◽  
Jan Van den Bulck

AbstractObjectiveTo examine whether television viewing, computer game playing or book reading during meals predicts meal skipping with the aim of watching television, playing computer games or reading books (media meal skipping).DesignA cross-sectional study was conducted using a standardized self-administered questionnaire. Analyses were controlled for age, gender and BMI.SettingData were obtained from a random sample of adolescents in Flanders, Belgium.SubjectsSeven hundred and ten participants aged 12, 14 and 16 years.ResultsOf the participants, 11·8 % skipped meals to watch television, 10·5 % skipped meals to play computer games and 8·2 % skipped meals to read books. Compared with those who did not use these media during meals, the risk of skipping meals in order to watch television was significantly higher for those children who watched television during meals (2·9 times higher in those who watched television during at least one meal a day). The risk of skipping meals for computer game playing was 9·5 times higher in those who played computer games weekly or more while eating, and the risk of meal skipping in order to read books was 22·9 times higher in those who read books during meals less than weekly. The more meals the respondents ate with the entire family, the less likely they were to skip meals to watch television.ConclusionsThe use of media during meals predicts meal skipping for using that same medium. Family meals appear to be inversely related to meal skipping for television viewing.


2019 ◽  
Author(s):  
Ehsan Zarei ◽  
Faezeh Ashtar-Nakhaei ◽  
Abbas Daneshkohan ◽  
Alireza Zali

Abstract Introduction Defensive medicine (DM) is defined as the deviation of a physician from normal behavior or what is good practice aimed at decreasing or preventing from the complaints and criticism by the patients or their families. The current study aimed at examining DM behaviors in a sample of Iranian surgeons. Methods In this cross-sectional study, 235 surgeons were selected by systematic random sampling method. The data gathering tool was a researcher-made questionnaire which its validity and reliability were confirmed. For data analysis, Fisher's exact test, Kruskal-Wallis test, Chi-square and logistic regression tests were used in SPSS 21 software. Results The most common positive DM behaviors including unnecessary biopsy (78.7%), imaging and laboratory tests (72.3% and 70.6%), and refusing to accept high-risk patients (61.7%) was also the most common negative DM behavior among surgeons. The likelihood of DM behaviors was more in young and less experienced surgeons. Other variables such as gender, specialty and complaint history also had a positive effect on some DM behaviors (p <0.05). Conclusion Strategies such as reforming the rules and regulations for medical errors and patient complaints, increasing monitoring of service delivery, developing and implementing medical guidelines and evidence-based medicine, and reforming medical liability insurance system are effective to reduce DM behaviors in order to prevent its adverse effects on the health system and patients.


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