The effect of digital game addiction on aggression and anger levels in adolescents: A cross-sectional study

IF 2.2 4区 医学 Q1 NURSING
Ebru Akbaş , Eda Kilinç Işleyen
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引用次数: 0

Abstract

Purpose

In this study, it was aimed to determine the effect of digital game addiction on aggression and anger levels in adolescents.

Design and methods

The participants of this cross-sectional study were adolescents. Data were collected using a socio-demographic questionnaire, Game Addiction Scale, and Buss-Perry Aggression Scale. Descriptive statistics, t-test, Anova, correlation and linear regression analysis were used in the analysis of the data.

Results

In this study, game addiction and aggression levels of adolescents were determined as moderate. The game type that adolescents played the most was determined as war games with 35 %. The mean score of the Game Addiction Scale for male adolescents, those with medium and high income levels, those who play digital games for >8 h a day and every day, was found to be significantly higher. In this study, a positive and moderately significant correlation was found between Game Addiction Scale and Aggression Total Scale and Anger subscale (p < 0.05). Especially male gender (β = 0.273), high income status (β = −0.089), long time playing digital games (β = 0.173) and playing digital games every day (β = 0.360) were determined as predictors that increase game addiction.

Conclusions

Digital game addiction can trigger aggression and anger in adolescents. Nurses play a crucial role in screening and identifying adolescents at risk of game addiction to prevent aggression and anger.

Practice implications

According to the findings of this research, it is necessary to provide training and counseling to prevent digital game addiction in schools and to plan strategies by psychiatric nurses.

数字游戏成瘾对青少年攻击性和愤怒水平的影响:横断面研究
本研究旨在确定数字游戏成瘾对青少年攻击性和愤怒水平的影响。使用社会人口学问卷、游戏成瘾量表和布斯-佩里攻击量表收集数据。数据分析采用了描述性统计、t 检验、Anova、相关分析和线性回归分析。青少年玩得最多的游戏类型是战争游戏,占 35%。在游戏成瘾量表中,男性青少年、中高收入青少年、每天玩 8 小时数字游戏和每天玩数字游戏的青少年的平均得分明显更高。本研究发现,游戏成瘾量表与 "攻击总量表 "和 "愤怒分量表 "之间存在中度显著正相关(p <0.05)。尤其是男性性别(β = 0.273)、高收入状况(β = -0.089)、长时间玩数字游戏(β = 0.173)和每天玩数字游戏(β = 0.360)被认为是增加游戏成瘾的预测因素。实践意义根据本研究结果,有必要在学校开展预防数字游戏成瘾的培训和咨询,并由精神科护士制定策略。
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来源期刊
CiteScore
3.70
自引率
0.00%
发文量
131
审稿时长
160 days
期刊介绍: Archives of Psychiatric Nursing disseminates original, peer-reviewed research that is of interest to psychiatric and mental health care nurses. The field is considered in its broadest perspective, including theory, practice and research applications related to all ages, special populations, settings, and interdisciplinary collaborations in both the public and private sectors. Through critical study, expositions, and review of practice, Archives of Psychiatric Nursing is a medium for clinical scholarship to provide theoretical linkages among diverse areas of practice.
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