Department of Psychiatric Nursing, School of Nursing, Chitwan Medical College, Bharatpur, Nepal.
Department of Adult Health Nursing, School of Nursing, Chitwan Medical College, Bharatpur, Nepal.
J Nepal Health Res Counc. 2022 Jun 2;20(1):41-46. doi: 10.33314/jnhrc.v20i01.3737.
The Corona Virus Disease (COVID-19) pandemic has significantly disrupted the regular school-going activities of the students, predominantly increasing internet gaming activities to endure significant stress. Excessive involvement in internet gaming brings deviant behaviour, especially aggression among the students. Hence, this study aimed to assess the internet gaming disorder and aggression among the students on school closure during COVID-19 pandemic in Chitwan, Nepal.
A web-based cross-sectional survey was conducted among 417 students from secondary and higher secondary level who studied in two private schools of Chitwan district. Sample were selected using simple random sampling technique and structured questionnaire, i.e. Internet gaming disorder scale- short form (IGDS9-SF) and Aggression questionnaire (Buss and Perry, 1992) were used to collect the data via web-based through Google Form. Obtained data were analysed using descriptive and inferential statistics.
Out of 417 students, the mean age was 17 (±1.411) years, 278 (66.7%) were male and 150 (36.0%) were studying in twelve standard. Majority of students 405 (97.1%) were non-disordered gamers whereas only 12 (2.9%) students were disordered gamers. Students' overall aggression score was 57.79% where the verbal aggression score was higher (66.33%) followed by hostility (61.41%) and anger (56.80%). Further significant positive relationship was found between scores on online gaming disorders and aggression (r=0.239).
Internet gaming disorder and aggression are common among the students during COVID-19 pandemic. Therefore, educational institutions and concern authorities need to organize awareness programs and effective psychosocial intervention approaches for students to enhance the knowledge regarding harmful use of internet game, IGD, to cope with stress and aggression as well as to enhance the adoptive behaviour.
冠状病毒病(COVID-19)大流行严重扰乱了学生的正常上学活动,主要是增加了互联网游戏活动以承受巨大压力。过度参与互联网游戏会带来偏差行为,尤其是学生的攻击性。因此,本研究旨在评估 COVID-19 大流行期间尼泊尔奇特旺学生的互联网游戏障碍和攻击性。
我们对奇特旺地区两所私立学校的 417 名中学生和高中生进行了基于网络的横断面调查。采用简单随机抽样技术和结构化问卷对样本进行选择,即互联网游戏障碍量表-短式(IGDS9-SF)和攻击性问卷(Buss 和 Perry,1992 年),通过 Google 表单进行网络调查。使用描述性和推断性统计分析收集的数据。
在 417 名学生中,平均年龄为 17(±1.411)岁,278 名(66.7%)为男性,150 名(36.0%)在十二年级学习。大多数学生(405 名,97.1%)是非障碍性游戏玩家,而只有 12 名(2.9%)学生是障碍性游戏玩家。学生的整体攻击性得分为 57.79%,其中言语攻击性得分较高(66.33%),其次是敌意(61.41%)和愤怒(56.80%)。进一步发现,在线游戏障碍评分与攻击性评分之间存在显著正相关(r=0.239)。
在 COVID-19 大流行期间,互联网游戏障碍和攻击性在学生中很常见。因此,教育机构和有关当局需要为学生组织提高认识的计划和有效的社会心理干预措施,以增强他们对互联网游戏的有害使用、IGD、应对压力和攻击性以及增强适应性行为的认识。