Association of playing Electronic games with different health aspectamong secondary school students in Assiut city | ||||
Assiut Scientific Nursing Journal | ||||
Article 25, Volume 11, Issue 34 - Serial Number 1, January 2023, Page 270-286 PDF (1.28 MB) | ||||
Document Type: Reviews | ||||
DOI: 10.21608/asnj.2023.171005.1448 | ||||
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Authors | ||||
Heba Ahmed Fahim ![]() | ||||
1Supervisor at The University of South Valley Hospital | ||||
2Assistant Professor of Community Health Nursing, Faculty of Nursing, Assiut University | ||||
Abstract | ||||
Background: Playing electronic games in adolescents has often been linked to socially unwanted phenomena such as violence. Gaming disorder is a public health problem with numerous factors linked to psychological, family and social factors. Aim: To determine the prevalence of electronic gaming, identify the consequences of playing electronic games and investigate the association of electronic games with risky behaviors among secondary school students. Subject and Methods: A descriptive cross-sectional study was carried out on 749 students randomly selected from ten secondary schools in Assiut city. A structured self –administered questionnaire was used to assess socio- demographic data, patterns, motivational factors and the consequences of playing electronic games. Results: About 89.3% of the studied samples were played electronic games. Online games were the favorite play system (42.8%) for the studied sample. The preferred type of electronic game for the studied sample was fighting games (43.2%). The main motivating factor for electronic games was fun and excitement (47.1%). Consequences of electronic game among the studied sample were very high effect on the psychological aspect, mental aspect, social aspect, physical aspect and violence (79.8%, 79.2%, 77.3%, 68.3%, and 64.6 %) respectively. Conclusion: The prevalence of electronic games in the studied sample was very high. The addiction consequences of electronic game have been significantly associated with socio-demographic data and playing electronic games. Recommendation: Preventive programs should concentrate on enhancing the psychological well-being of adolescents, to develop effective time management skills and to avoid excessive gaming. It should be conducted by schools, parents and social organizations together. | ||||
Keywords | ||||
Association; Electronic game &Risky behaviors | ||||
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