A Study to Assess the Prevalence of Excessive use of Internet Game among Nursing students, at selected nursing College, Thrissur

S. S., K. B
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Abstract

With the popularity of high-tech devices (such as computers, tablet and smartphones) and internet use in recent years, playing online and offline games has become a popular activity especially among the younger people. Persistent and recurrent use of theinternet to engage in games, often with other players leading to clinically significantimpairment or distress. Such adolescents are expected to exhibit prominent relationships among the family environment, parent child relationship, academic performance and sleep disturbances. In view to this a study was undertaken toassess the prevalence andexcessive use of internet games among nursing students, in selected nursing college, Thrissur”. The Objectives were to assess the prevalence ofexcessive use of internetgames among nursing students with their selected demographic variables. The researchapproach adapted for this study was Quantitative Approach and design was descriptivedesign was used for this study. The sample selected for this study was the age group of18 to>24 years who are studying in Ist year and 4th year B.sc nursing at Aswini collegeof nursing at, Thrissur. Purposive Sampling Technique was adopted and Sample size forthis study consist of 118 students studying in 1st year and 4th year at Aswini college ofnursing, Thrissur. The data was collected by using Demographicprofile of nursingstudents and Internet Gaming Disorder Scale. The result analysis showed that out of 118 samples 06 students i.e., 4.1% of students have scored more than 23which meant that they haveprevalence of excessive use of Internet games and 94.9% i.e 112 students does not have the habit of excessive use of internet games.
某护理学院护生网络游戏过度使用现况调查,台北
随着近年来高科技设备(如电脑、平板电脑和智能手机)的普及和互联网的使用,玩在线和离线游戏已经成为一种流行的活动,尤其是在年轻人中。持续和反复地使用互联网参与游戏,经常与其他玩家一起导致临床显著的损伤或痛苦。这些青少年预计会在家庭环境、亲子关系、学习成绩和睡眠障碍之间表现出突出的关系。有鉴于此,本研究在选定的护理学院进行了一项评估网络游戏在护理学生中的流行程度和过度使用的研究。目的是通过选定的人口统计变量来评估护理学生过度使用网络游戏的流行程度。本研究采用的研究方法为定量方法,设计为描述性设计。本研究的样本是年龄在18岁至24岁以上,在Thrissur Aswini护理学院学习一年级和四年级的护理学学士。本研究采用目的抽样方法,样本量为118名就读于苏州市Aswini护理学院一年级和四年级的学生。采用《护理学生人口统计资料》和《网络游戏障碍量表》进行数据收集。结果分析显示,在118个样本的06名学生中,有4.1%的学生得分超过23分,这意味着他们有过度使用网络游戏的习惯,94.9%的学生,也就是112名学生没有过度使用网络游戏的习惯。
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