The relationship between smartphone and computer games and anger in adolescents

IF 0.2 Q4 MEDICINE, GENERAL & INTERNAL
Suat TUNCAY, Abdullah SARMAN
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 levels of anger among Turkish adolescents studying at high schools.
 Materials and Methods: The study was conducted using a cross-sectional descriptive design with adolescents enrolled in high schools
 in an Eastern Turkish province. A total of 819 adolescent students aged 13-18 were included in the study. Data were collected online
 through Google Forms, utilizing both the “Sociodemographic Form” and the “Adolescent Anger Rating Scale.”
 Results: The mean age of the adolescents was 15.52±1.29. Gender, academic performance, daily sleep duration, and daily walking
 distance were not found to be associated with anger levels. Additionally, there was no significant correlation between anger scores and
 the status of computer and smartphone usage. However, individuals who used smartphones for 3 hours or more for purposes such as
 gaming, entertainment, chatting, messaging, and socializing exhibited higher anger scores.
 Conclusion: Academic grades, the duration of smartphone usage, computer and smartphone use for gaming/entertainment, chatting,
 messaging, and socializing were found to be associated with anger. Specifically, extended periods of playing war, fighting, and similar
 games on both computers and smartphones were correlated with higher levels of anger. It would be advantageous for parents to monitor
 and regulate the content of the games their adolescents play, observe any behavioral differences, and take necessary precautions.","PeriodicalId":43341,"journal":{"name":"Marmara Medical Journal","volume":"100 1","pages":"0"},"PeriodicalIF":0.2000,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Marmara Medical Journal","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.5472/marumj.1367799","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"MEDICINE, GENERAL & INTERNAL","Score":null,"Total":0}
引用次数: 0

Abstract

Objective: In this study, it was aimed to determine the relationship between the causes and duration of gaming and types of games and levels of anger among Turkish adolescents studying at high schools. Materials and Methods: The study was conducted using a cross-sectional descriptive design with adolescents enrolled in high schools in an Eastern Turkish province. A total of 819 adolescent students aged 13-18 were included in the study. Data were collected online through Google Forms, utilizing both the “Sociodemographic Form” and the “Adolescent Anger Rating Scale.” Results: The mean age of the adolescents was 15.52±1.29. Gender, academic performance, daily sleep duration, and daily walking distance were not found to be associated with anger levels. Additionally, there was no significant correlation between anger scores and the status of computer and smartphone usage. However, individuals who used smartphones for 3 hours or more for purposes such as gaming, entertainment, chatting, messaging, and socializing exhibited higher anger scores. Conclusion: Academic grades, the duration of smartphone usage, computer and smartphone use for gaming/entertainment, chatting, messaging, and socializing were found to be associated with anger. Specifically, extended periods of playing war, fighting, and similar games on both computers and smartphones were correlated with higher levels of anger. It would be advantageous for parents to monitor and regulate the content of the games their adolescents play, observe any behavioral differences, and take necessary precautions.
智能手机和电脑游戏与青少年愤怒的关系
目的:在本研究中,旨在确定游戏原因和持续时间与游戏类型和 土耳其高中学生的愤怒程度。 材料与方法:本研究采用横断面描述性设计,研究对象为高中在校生 在土耳其东部的一个省。共有819名13-18岁的青少年学生被纳入研究。数据在线收集 通过谷歌表格,利用“社会人口统计表格”和“青少年愤怒评定量表”。结果:青少年平均年龄15.52±1.29岁。性别、学习成绩、每日睡眠时间、每日步行量 距离与愤怒程度没有关联。此外,愤怒得分与 电脑和智能手机的使用状况。然而,那些使用智能手机3小时或更长时间的人,比如:游戏、娱乐、聊天、短信和社交表现出更高的愤怒得分。 结论:学习成绩、智能手机使用时间、电脑和智能手机用于游戏/娱乐、聊天等;研究发现,发短信和社交活动与愤怒有关。具体来说,就是长时间玩战争、战斗和类似的游戏;电脑和智能手机上的游戏都与更高水平的愤怒相关。家长监督是有利的 规范青少年玩的游戏内容,观察任何行为差异,并采取必要的预防措施。
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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来源期刊
Marmara Medical Journal
Marmara Medical Journal MEDICINE, GENERAL & INTERNAL-
CiteScore
0.30
自引率
0.00%
发文量
0
期刊介绍: Marmara Medical Journal, Marmara Üniversitesi Tıp Fakültesi tarafından yılda üç kere yayımlanan multidisipliner bir dergidir. Bu dergide tıbbın tüm alanlarına ait orijinal araştırma makaleleri, olgu sunumları ve derlemeler İngilizce veya Türkçe olarak yer alır.
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