THE COMPARISON OF MENTAL HEALTH IN THE EXTREME AND ORDINARY HIGH SCHOOL USERS OF COMPUTER-VIDEO GAMES
محل انتشار: سیزدهمین کنگره بین المللی دانش اعتیاد
سال انتشار: 1398
نوع سند: مقاله کنفرانسی
زبان: انگلیسی
مشاهده: 593
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KAMED13_281
تاریخ نمایه سازی: 10 دی 1398
چکیده مقاله:
Background and Aim : For over 25 years, there have been concerns about the extremes of video games in the medical profession. Considering the many complications of playing computer games for a long time on mental health and the ability to deal with various mental disorders, the study of the relationship between computer gaming and mental health is of considerable importance. When conceptualizing video game affiliation, researchers first looked at the intrinsically addictive aspects of video games. Saper and Miller (1983) were among the researchers who first made the various factors that make video games highly addictive, including the complexity of sensory and sensitive stimulation, interpersonal competition, hostility, and especially the skillful rewards , Point out.The aim of this research was to compare of Mental health in the extreme and ordinary High School users of computer-video games. Methods : The method of this causal-comparative study was statistical society of all high school students in Shahreza city in 2018. Of all the students, 195 were randomly selected cluster. Selection criteria included the use of computer games, the lack of interpersonal disorders, secondary school students and the willingness to participate in the research. The research tool was the behavioral checklist (SCL-90) with the research variables of physical complaint, obsessive-compulsive, interpersonal sensitivity, depression, anxiety, hostility, anxiety, paranoid psychosis (Dragotis et al., 1973) and the play-out questionnaire The problem-solving video (PVGT) (King & Associates, 2011) examines the level of dependency, and data analysis was done with SPSS18 software and two way analysis of variance analysis.Results : The results indicated that there are significant differences between the ordinary and extreme high school users in the subscales of Obsessive-Compulsive, Interpersonal sensitivity, Depression, Paranoid ideation, and Psychosis in ordinary and extremist groups and in the subscales of Anxiety, Hostility and Phobia in girl and boy groups(P<0.05).The Students extreme in obsessive-compulsive (1.89), interpersonal sensitivity (2.02), depression (1.99), paranoid ideation (2.26) and psychosis (1.88) were higher than ordinary students. And boy Students in anxiety (1.80), aggression (1.937) and phobia (1.62) were higher than girl students. But no significant dirrerence was observed, in Somatization, between girl and boy and the ordinary and extreme group. Conclusion : The extreme use of computer games among high school students can be a prognosis for compulsive obsessive-compulsive disorder, interpersonal sensitivity, depression, paranoid thoughts, and psychosis
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نویسندگان
Morteza Abazari
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