Online gaming student problems
It requires much of the player's time, leaving school activities and home works unattended. The promise of computers and video games as teachers was clearly recognized in the s when there was a nationwide push to get computers into the classrooms.
Parents, educators, physicians, and researchers began to question what the impact of these changes might be. Video and computer games, like many popular, entertaining and addicting kid activities, are looked down upon by many parents as time- wasters, and worse, parents think that these games rot the brain. Also, violent video games are readily blamed by the media and some experts as the reason why some youth become violent or commit extreme anti-social behavior. Background of the study One of the dangers that society faces from online games is their anti-social ability to stuck players in and not let them go for hours, even days at a time.
Such an example of this is World of Warcraft, a massively multiplayer online game where a player's character exists in a worldwide virtual land. This fantasy land has its own economy, politics, and jobs for you to do once you are in, and it is because of the sheer number of things to do that many people remain trapped in this online world. Players spend hours leveling up their character to make him more powerful, or collecting gold, or even just searching for a special magic sword they need for their character than making their assignments and projects.
Currently theWorld of Warcraft is populated by over ten million active players from both sexes. With so many people playing this game, it would be proper to think that some of them are addicted to the game. This competition can lead to addiction to the game, and from these budding addictions stem several problems. A child can lock himself in his room for 4hours collecting gold, or a college student could skip classes to keep searching for that magical mace.
In the case of the child, this addiction can be very damaging to his or her development to adulthood. Computer games started in with Pang, a computer tennis game, and then developed in hardware and software systems.
Improvement of quality and variety of games increasingly spread it in the society especially adolescences. Especially because these games are more active compared to watching TV, they are considered more effective.
Currently in Iran, a great part of students' leisure time out of school is spent on computer games. Playing computer games to some extent can be useful, but long-term playing leads to various physical and mental complications.
By sympathetic nervous system stimulation, this can gradually make this system sensitive and ready for response to limited stimulants, while causes anxiety symptoms in the player. The reasons for playing these games among boys were excitements and challenges and they insisted to win. Moreover, sport and violent games were more attractive for boys.
Development of electronic and computer games are a great threat for youth and adolescents and can lead to psychological disorders and depression in these groups. In previous times, kids were involved playing with other children, but children of today spend most of their time on computer games as soon as they understand and acquainted with them, while these games cannot create any emotional and human relationship.
Children's and adolescents attractions to the computer games cause many mental, physical and social problems for them. These effects are stimulating anger and violence, obesity, epilepsy due to games, social isolation, and other physical and mental damages. Many psychologists and mental health professionals have paid attention to the effects of these games. The increasing prevalence of computer games among children and adolescents have made many researchers to determine the effects of these games on players.
In Iran, there are few and limited studies on the effects of addiction to computer games on players. Considering the increasing rate of addiction to computer games among Iranian adolescents and youth, the present study was conducted to investigate the effects of addiction to computer games on physical and mental health including physical health, anxiety, and depression and impaired social functioning.
The aim of this descriptive correlation study was to determine the effects of computer games addiction on physical and mental health of male and female students of guidance schools in Isfahan city.
The study population includes all students in the second year of public guidance schools in Isfahan city in the educational year of The sample size includes students selected by multiple steps stratified sampling method. Data were collected by using General Health Questionnaire GHQ scale and a questionnaire on addiction to computer games.
To do this research, at first 3 districts were selected randomly among five districts of Isfahan Board of Education. From each district, one boy and one girl guidance school was chosen randomly.
In total, students were chosen for filling the questionnaires, after obtaining the permission from Isfahan Board of Education. The questionnaires distributed among sample. The data collection instrument was included the form of GHQ inventory of physical and psychological health measurement. Another tool was Antwan's questionnaire for addiction to computer. The Cranbach's alpha was reported 0.
This questionnaire was based on Lickert scale and scored from 1 to 5. The GHQ 28 inventory is created by Goldberg for diagnosing psychological disorders in various centers and environments. The questions are about the psychological condition in past month, including signs such as thought, abnormal emotions and dimensions of behavior that are observable. Therefore, questions emphasize on the situation here and now.
This questionnaire is the most known instrument for screening in psychiatry, and has a significant effect on developing researches. This questionnaire is in forms of This questionnaire was used to assess health signs including physical complain, sleep disorder, disorder of social functioning and depression.
The study population included students including girls These students were divided into two groups of students The mean age of participants was 13 years old. Therefore, there was a direct relationship between addiction to computer games and physical disorders such as anxiety, sleep disorder and depression. But, there was a positive correlation between addiction to computer games and social dysfunction. Therefore, there was a direct relationship between addiction to computer games and physical disorder, anxiety, sleep disorder and depression.
But, the relationship between addiction to computer games and social dysfunction is reverse. Correlation coefficient between addiction to computer games and health dimensions in male students.
But, the relationship between addiction to computer games and disorder of social functioning is reverse. Correlation coefficient between addiction to computer games and health dimensions of female students. The profiles of the respondents in terms of age, gender, tribe, names were analysed using the frequency count and percentage distribution. The responses were analysed using the weighted mean.
The result of the study show that the majority of the respondents were male; years old, mostly Chistian, Roman Catholic and Maguindanaon students. On the effects of online games on the academic performance of grade 11 students in Southern Christian College. In the findings of the study, it can be concluded that the respondents agree that playing online games can affect your study or your academic performance in school.
The respondents agree for according to them they are fine but it has a negative impact in our health specifically on our health. The respondents agree on this portion for some of the respondents are affected of the symptoms process between online games and academic performance.
You are commenting using your WordPress. You are commenting using your Google account. You are commenting using your Twitter account. You are commenting using your Facebook account. Notify me of new comments via email. Notify me of new posts via email.
Skip to content By: Harvey B. METHODS This chapter contains the research design, locale of the study, key informants and sampling, research instrument, data gathering procedure and data processing and analysis. Research Design This study is a normative descriptive survey of the effects of online games in the studies of grade 11 senior high school students at Southern Christian College, school year They were chosen through convenience sampling Research Instrument This study used a semi-structured interview guide.
Data Gathering Procedure In sample selection, the researcher arbitrarily decided that only some student will be considered. Shaverdi T. Role and Image of Women in Electronic Games. Women in Development and Policy Research Women ; 1 4 — Shaverdi T, Shaverdi SH.
Reviews of children and adolescents and mothers than the social effects of computer games. Journal of Cultural Research. Computer Games effect on mental activity and cognitive child safety indicators. Journal of Psychology. Griffiths MD, Hunt N. Dependence on computer games by adolescents.
Psychol Rep. Fromme J. Computer game as a part of children's culture. The International of computer game research. Bray G. Effect of video and computer games on children. Pour Abedini Naeeni H. Tehran: Javaneh Roshd Publication; Kathleen Blanchard RN. Video game addiction unhealthy for youth [Online]. Why are adolescents addicted to online gaming? An interview study in Taiwan. Cyberpsychol Behav. Distinguishing addiction and high engagement in the context of online game playing.
Computers in Human Behavior. Parker L. Game Addiction: The Real Story. Anuthawarn T. Bangkok: Faculty of graduate studies, Mahidol University; Behavioral Disorders. Psychological Assessment. Amini A. Griffiths MD. The acquisition, development, and maintenance of fruit machine gambling in adolescents. Journal of Gambling Studies. Funk JB. Reevaluating the Impact of Video Games. Clinical Pediatrics. Kirsh SJ. Zimbardo P. Understanding psychological man: A state of the science report.
Psychology Today. Selnow CW. Playing Videogames: The Electronic Friend.
0コメント