Prevalence of online game addiction among teenagers

Shanti Bhandari, Deepak Belbase, Jeewan Pokhrel, Pratikshya Gyawali
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Abstract

Background: In human history, the activity of play has ever present from very early childhood. Playing games is a way of relaxation to step out from our daily routine. In recent decades, use of the internet continues to rapidly spread which becomes a part of modern daily life. Adolescents are encouraged to utilize the internet to enhance school performance and competitiveness however; heavy use has several negative consequences. Methodology: A descriptive cross sectional study was conducted among the adolescents' aged between 15-20 years and samples were taken by using two stage cluster sampling. In first stage, schools were randomly selected, in the second stage classes from the selected schools were again selected randomly and then total numbers of students from the selected class were sampled using semi-structured self administered questionnaires. Results: A total of 267 out of 279 questionnaire forms were analyzed, 12 forms were rejected because of being incompletely filled. Out of the 267 students 61.8% were male. Mean age of students was 17.02(± 0.77) years. Males were more addicted to online games than females. The mean time spent on internet was 2.56 (±1.011) hours per day. The Problematic Internet Use Questionnaire (PIUQ) revealed that 55.8% as normal users and 44.2% as addicted users to online games. Conclusion: Online game addiction/Internet addiction is growing problem among students which has psychological, physical, and social impact on student’s life. So it is necessary to develop strategies for prevention of internet addiction which is vital for promoting healthy and safe use of the Internet. Awareness should be created among the students to improve ability to reduce the occurrence of internet addiction behavior promoting their healthy growth.
青少年网络游戏成瘾的流行
背景:在人类历史上,游戏活动从幼儿时期就开始了。玩游戏是一种从日常生活中解脱出来的放松方式。近几十年来,互联网的使用继续迅速蔓延,成为现代日常生活的一部分。然而,我们鼓励青少年利用互联网来提高学习成绩和竞争力;大量使用会产生一些负面后果。方法:对15 ~ 20岁的青少年进行描述性横断面研究,采用两阶段整群抽样。在第一阶段,随机选择学校,在第二阶段,再次随机选择所选学校的班级,然后从所选班级中抽取学生总数,使用半结构化自我管理问卷。结果:279份问卷共分析267份,其中12份因填写不完整而被拒绝。在267名学生中,61.8%是男性。学生平均年龄为17.02(±0.77)岁。男性比女性更沉迷于网络游戏。平均每天上网时间为2.56(±1.011)小时。问题网络使用问卷(PIUQ)显示,55.8%的人是正常用户,44.2%的人是网络游戏成瘾者。结论:网络游戏成瘾/网络成瘾是学生中日益严重的问题,对学生的心理、身体和社会生活产生了影响。因此,有必要制定预防网瘾的策略,这对于促进健康和安全使用互联网至关重要。应在学生中树立意识,提高能力,减少网络成瘾行为的发生,促进他们的健康成长。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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