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2
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3
Psychological motives and online games addiction: a test of flow theory and humanistic needs theory for Taiwanese adolescents.心理动机与网络游戏成瘾:台湾青少年的心流理论与人文需求理论检验
Cyberpsychol Behav. 2006 Jun;9(3):317-24. doi: 10.1089/cpb.2006.9.317.
4
Video game addiction in children and teenagers in Taiwan.台湾儿童及青少年的电子游戏成瘾问题。
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2014年伊朗男性青少年玩电脑游戏与心理和社会健康之间的关联。

Association between playing computer games and mental and social health among male adolescents in Iran in 2014.

作者信息

Mohammadi Mehrnoosh, RezaeiDehaghani Abdollah, Mehrabi Tayebeh, RezaeiDehaghani Ali

机构信息

Student Research Center, Faculty of Nursing and Midwifery, Isfahan University of Medical Sciences, Isfahan, Iran.

Faculty of Nursing and Midwifery, Isfahan University of Medical Sciences, Isfahan, Iran.

出版信息

Iran J Nurs Midwifery Res. 2016 Mar-Apr;21(2):153-8. doi: 10.4103/1735-9066.178236.

DOI:10.4103/1735-9066.178236
PMID:27095988
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC4815370/
Abstract

BACKGROUND

As adolescents spend much time on playing computer games, their mental and social effects should be considered. The present study aimed to investigate the association between playing computer games and the mental and social health among male adolescents in Iran in 2014.

MATERIALS AND METHODS

This is a cross-sectional study conducted on 210 adolescents selected by multi-stage random sampling. Data were collected by Goldberg and Hillier general health (28 items) and Kiez social health questionnaires. The association was tested by Pearson and Spearman correlation coefficients, one-way analysis of variance (ANOVA), and independent t-test. Computer games related factors such as the location, type, length, the adopted device, and mode of playing games were investigated.

RESULTS

Results showed that 58.9% of the subjects played games on a computer alone for 1 h at home. Results also revealed that the subjects had appropriate mental health and 83.2% had moderate social health. Results showed a poor significant association between the length of games and social health (r = -0.15, P = 0.03), the type of games and mental health (r = -0.16, P = 0.01), and the device used in playing games and social health (F = 0.95, P = 0.03).

CONCLUSIONS

The findings showed that adolescents' mental and social health is negatively associated with their playing computer games. Therefore, to promote their health, educating them about the correct way of playing computer games is essential and their parents and school authorities, including nurses working at schools, should determine its relevant factors such as the type, length, and device used in playing such games.

摘要

背景

由于青少年花费大量时间玩电脑游戏,因此应考虑其对心理和社交方面的影响。本研究旨在调查2014年伊朗男性青少年玩电脑游戏与心理和社交健康之间的关联。

材料与方法

这是一项通过多阶段随机抽样选取210名青少年进行的横断面研究。数据通过戈德堡和希利尔一般健康问卷(28项)以及基兹社会健康问卷收集。通过皮尔逊和斯皮尔曼相关系数、单因素方差分析(ANOVA)以及独立t检验来检验这种关联。对与电脑游戏相关的因素,如游戏地点、类型、时长、所使用的设备以及游戏方式进行了调查。

结果

结果显示,58.9%的受试者在家中独自在电脑上玩游戏1小时。结果还表明,受试者心理健康状况良好,83.2%的人社会健康状况中等。结果显示游戏时长与社会健康之间存在较弱的显著关联(r = -0.15,P = 0.03),游戏类型与心理健康之间存在关联(r = -0.16,P = 0.01),以及玩游戏所使用的设备与社会健康之间存在关联(F = 0.95,P = 0.03)。

结论

研究结果表明,青少年的心理和社交健康与他们玩电脑游戏呈负相关。因此,为促进他们的健康,对他们进行关于正确玩电脑游戏方式的教育至关重要,并且他们的父母和学校当局,包括在学校工作的护士,应该确定与玩此类游戏相关的因素,如游戏类型、时长和所使用的设备。