Research on the use of videogames: effects on students of secondary upper schools of Udine territory

Saleri Federica, Monculli Andrea
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Abstract

From the researches carried out in literature it appears how gaming is a behaviour in continuous evolution and expansion (Mauceri & Di Censi, 2020) and is widespread in the entire population, particularly among teenagers. The present paper is the result of a multi-professional and inter-sectorial research carried out and shared with operators of the health service Azienda Sanitaria Universitaria Friuli Centrale (ASUFC), teachers of the Regional School Office (Uff. VI), the Provincial Student Council (CPS) of Udine and with a professional educator. One of the targets of this research was to analyse the feelings and beliefs of players regarding the use of videogames and this was done in March 2021 through a questionnaire. 596 students of upper secondary schools of Udine territory joined this survey and to reach the target four videoplayer profiles have been outlined taking into account the play time: the occasional player (N = 61; 10.2%) who uses the videogames for maximum 30 minutes per day, the habitual player – mild (N=57; 9.6%) between 30 minutes and 1 hour, the habitual player – moderate (N=250, 41.9%) between 1 and 4 hours and the severe player (N=71, 11.9%) between 4 and more than 6 hours. The analysis of the replies demonstrates how all statements (21), following the chi-squared test, have a statistically important difference with respect to the profiles, except for two. It appears how the severe players run more often into potential experiences of risk of addiction or trouble, and they prefer to play instead of going out with friends, sometime also stopping friendship relations and feeling a higher desire to going on playing at the end of the session, also forgoing some hours of sleep. The research group, taking into consideration the spreading of the behaviour of severe players (11.9%), would deem useful to plan and carry out future interventions aimed at encouraging the technological health since the first classes of upper secondary schools, in order to allow the students the acquainted use of technologies and gaming activities and to prevent the relative risks coming from the massive and improper use of these tools and actions.
电子游戏的使用研究:对乌迪内地区中学生的影响
从文献研究中可以看出,游戏是一种不断进化和扩展的行为(Mauceri & Di Censi, 2020),并且在整个人群中普遍存在,尤其是在青少年中。本论文是一项多专业和跨部门研究的结果,该研究与卫生服务机构Azienda Sanitaria Universitaria Friuli Centrale (ASUFC)的经营者、区域学校办公室(Uff)的教师分享。VI),乌迪内省学生会(CPS)和专业教育工作者。这项研究的目标之一是分析玩家使用电子游戏的感受和信念,这是在2021年3月通过问卷调查完成的。乌迪内地区的596名高中学生参加了这项调查,为了达到目标,考虑到播放时间,概述了四种视频播放器的概况:偶尔播放(N = 61;10.2%的人每天玩游戏最多30分钟,习惯性玩家——轻度(N=57;9.6%), 1 ~ 4小时的习惯性玩家(N=250, 41.9%), 4 ~ 6小时以上的重度玩家(N=71, 11.9%)。对回复的分析表明,在卡方检验之后,除了两个之外,所有陈述(21)在统计上与概要文件有重要的差异。重度玩家更容易陷入上瘾或麻烦的风险,他们更喜欢玩游戏,而不是和朋友出去玩,有时甚至会中断友谊关系,在游戏结束时更想继续玩下去,也会放弃几个小时的睡眠。考虑到重度玩家行为的蔓延(11.9%),研究小组认为,计划和开展旨在鼓励高中一年级以来的技术健康的未来干预措施是有益的,以便让学生熟悉技术和游戏活动的使用,并防止大量和不当使用这些工具和行为带来的相对风险。
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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