Awadalla Nabil, Hadram Muath, Alshahrani Ali, Hadram Yahya
Department of Community Medicine, Faculty of Medicine, Mansoura University, Daqahlia, Egypt.
Department of Family and Community Medicine, College of Medicine, King Khalid University, Abha, Saudi Arabia.
J Egypt Public Health Assoc. 2017 Mar 1;92(1):18-28. doi: 10.21608/epx.2017.7006.
The aim of this study was to describe the patterns of video gaming among secondary school adolescents and to investigate their association with some risky behaviors.
A cross-sectional study was carried out on 336 students randomly selected from secondary schools in Abha City, Saudi Arabia, during the academic year 2015-2016. A predesigned self-report questionnaire was used to assess students' sociodemographic data, pattern, motivators and drawbacks of video gaming, previous academic year grades, history of violent acts, road traffic accidents (RTA), and traffic rules violations. Weight and height were measured for every participant and the BMI was calculated.
About 80% of students played video games and 76% owned a video game machine. The median onset of video gaming was 10 years. The most important motivator for video gaming was 'give a chance for fun and excitement' (93.7%), followed by 'give a chance to get rid of the boredom and leisure' (92.3%). The most frequently reported social drawbacks were interfering with sleep time (69%), physical activity (64%), and meal time (59%). BMI was not significantly associated with the pattern of video game playing (P>0.05). Academic performance was significantly lower among students who used to game in cybercafes (P=0.001). Prevalence of tobacco smoking and some risky behaviors such as traffic rule violations, significant RTA, and violence were encountered more significantly among those preferring race and drift games (P<0.05) and used to game in cybercafes (P<0.05).
Video gaming among secondary school students in Abha, Saudi Arabia, is relatively high. Some risky behaviors such as smoking, violence, significant RTA, and violation of traffic rules were significantly associated with race and drift games and gaming in cybercafes. School-based educational programs for both adolescents and their parents should be provided to gain skills about effective time management, avoid over-gaming, risky games and gaming in cybercafes. Legal restriction on importing and selling risky video games should be considered by the government.
本研究旨在描述中学青少年的电子游戏模式,并调查其与一些危险行为的关联。
在2015 - 2016学年对从沙特阿拉伯阿卜哈市中学随机抽取的336名学生进行了一项横断面研究。使用预先设计的自填问卷来评估学生的社会人口统计学数据、电子游戏模式、动机和缺点、上一学年成绩、暴力行为史、道路交通事故(RTA)以及交通规则违规情况。测量了每位参与者的体重和身高,并计算了BMI。
约80%的学生玩电子游戏,76%拥有电子游戏机。电子游戏的中位起始年龄为10岁。电子游戏最重要的动机是“提供娱乐和刺激的机会”(93.7%),其次是“提供摆脱无聊和休闲的机会”(92.3%)。最常报告的社会缺点是干扰睡眠时间(69%)、体育活动(64%)和用餐时间(59%)。BMI与电子游戏模式无显著关联(P>0.05)。过去常在网吧玩游戏的学生学业成绩显著较低(P = 0.001)。在喜欢赛车和漂移游戏的学生(P<0.05)以及过去常在网吧玩游戏的学生(P<0.05)中,吸烟以及一些危险行为如交通规则违规、重大道路交通事故和暴力行为的发生率更高。
沙特阿拉伯阿卜哈市中学生的电子游戏普及率相对较高。吸烟、暴力、重大道路交通事故和交通规则违规等一些危险行为与赛车和漂移游戏以及在网吧玩游戏显著相关。应针对青少年及其家长开展基于学校的教育项目,以获得有效时间管理的技能,避免过度游戏、危险游戏以及在网吧玩游戏。政府应考虑对进口和销售危险电子游戏进行法律限制。