{"title":"The prevalence of computer game addiction and related\nfactors in adolescent boys of Gonabad in 2018","authors":"","doi":"10.32592/jbirjandunimedsci.2020.27.2.107","DOIUrl":null,"url":null,"abstract":"Background and Aim: Computer games are a kind of growing and attractive new communication technology. This has prompted\nresearchers to study the effects of these games on users. This study aims to determine was performed the prevalence of computer\ngame addiction and related factors in adolescent boys of Gonabad in 2018.\nMaterials and Methods: In this cross-sectional descriptive-analytical study, 507 male students of the first-grade in Gonabad were\nexamined by multi-stage sampling method. Data collection tools were included in two sections: Demographic Information and the\nLumens Computer Games addiction questionnaire. The data were analyzed by using SPSS software (Version 19) with the help of the\nChi-Esquire and Fisher's exact test.\nResults: The average age of the students in this study was 13.5 ±1 years. The most popular feature of computer games is a lot of\nexcitement (42%), competitive games (29%) and the most common types of computer games were football (48.9%) and violent\ngames (21.7%). 28.4% of students went to Game Center to play computer games. The prevalence of dependence on computer games\nwas moderate to high (73.2%) It showed a significant relationship with the level of education of the mother (P = 0.03), playing\ncomputer games by the parents (P <0.001) and the educational level of the students (P = 0.04).\nConclusion: The results showed that the highest level of dependence of students was at the intermediate level, which indicates the\nimportance of the problem and the need for the authorities to intervene in this field.\nKey Words: Prevalence; Dependence; Computer Game; Student; Boy","PeriodicalId":31015,"journal":{"name":"Journal of Birjand University of Medical Sciences","volume":null,"pages":null},"PeriodicalIF":0.0000,"publicationDate":"2019-07-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Birjand University of Medical Sciences","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.32592/jbirjandunimedsci.2020.27.2.107","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Background and Aim: Computer games are a kind of growing and attractive new communication technology. This has prompted
researchers to study the effects of these games on users. This study aims to determine was performed the prevalence of computer
game addiction and related factors in adolescent boys of Gonabad in 2018.
Materials and Methods: In this cross-sectional descriptive-analytical study, 507 male students of the first-grade in Gonabad were
examined by multi-stage sampling method. Data collection tools were included in two sections: Demographic Information and the
Lumens Computer Games addiction questionnaire. The data were analyzed by using SPSS software (Version 19) with the help of the
Chi-Esquire and Fisher's exact test.
Results: The average age of the students in this study was 13.5 ±1 years. The most popular feature of computer games is a lot of
excitement (42%), competitive games (29%) and the most common types of computer games were football (48.9%) and violent
games (21.7%). 28.4% of students went to Game Center to play computer games. The prevalence of dependence on computer games
was moderate to high (73.2%) It showed a significant relationship with the level of education of the mother (P = 0.03), playing
computer games by the parents (P <0.001) and the educational level of the students (P = 0.04).
Conclusion: The results showed that the highest level of dependence of students was at the intermediate level, which indicates the
importance of the problem and the need for the authorities to intervene in this field.
Key Words: Prevalence; Dependence; Computer Game; Student; Boy