青少年男性网络游戏障碍与情绪智力的关系

Mishal Fatima, Hina Zulfiqar
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摘要

目的:探讨男性青少年网络游戏障碍与情绪智力的关系。研究设计:横断面相关性研究。研究地点和时间:研究于2021年1月至2021年10月在巴基斯坦伊斯兰堡Shifa Tameer-e-Millat大学临床心理学系进行。材料和方法:从伊斯兰堡和拉瓦尔品第的公立和私立学校和学院收集了500名年龄在12至18岁的男性。采用三份调查问卷和人口统计表格获取背景信息、网络游戏障碍和情绪智力的数据。采用SPSS软件23版对数据进行分析。结果:青少年网络游戏障碍与情绪智力呈负相关(r=-)。149 * *, p < 0.01)。我们发现网络游戏成瘾对情商有负面影响。结果表明,过度参与网络游戏导致青少年网络游戏障碍的方差为2%。结论:长时间玩网络游戏的青少年存在网络游戏障碍,影响其情绪智力。这些发现可能有助于制定有效使用互联网的政策,并可能开发意识项目,教育家长对网络游戏的有害使用,可以识别和制定干预计划,为青少年网络游戏障碍和低情商。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Relationship Between Internet Gaming Disorder and Emotional Intelligence Among Male Adolescents
Objective: To assess the relationship between internet gaming disorder and emotional intelligence among male adolescents.Study Design: A cross-sectional and correlational study.Place and Duration of Study: The Study was carried out at the Department of Clinical Psychology of Shifa Tameer-e-Millat University, Islamabad, Pakistan from January 2021 to October, 2021.Materials and Methods: A targeted population was 500 Male with age of 12 to 18 years were gathered from government and private schools and colleges of Islamabad and Rawalpindi. Three questionnaires and demographic proformas were used to obtain data about background information, internet gaming disorder and emotional intelligence. SPSS software 23 version was used to analyse data.Results: A negative relationship between internet gaming disorder and emotional intelligence among adolescents ((r=-.149**, p<0.01).  We found internet gaming addiction had a negative effect on emotional intelligence. The results showed that excess involvement on online games caused a variance of 2% in internet gaming disorder in adolescents.Conclusion: Adolescents who spend more time playing online games have internet gaming disorders which affect their emotional intelligence of them. These findings may help in the formulation of a policy for the efficient use of the internet and may develop awareness programs to educate parents about the detrimental use of internet games, can recognize and formulate intervention plans for adolescents with Internet Gaming Disorder and have low Emotional Intelligence.
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