| Literature DB >> 20507610 |
Hamid Allahverdipour1, Mohsen Bazargan, Abdollah Farhadinasab, Babak Moeini.
Abstract
BACKGROUND: No study has ever explored the prevalence and correlates of video game playing among children in the Islamic Republic of Iran. This study describes patterns and correlates of excessive video game use in a random sample of middle-school students in Iran. Specifically, we examine the relationship between video game playing and psychological well-being, aggressive behaviors, and adolescents' perceived threat of video-computer game playing.Entities:
Mesh:
Year: 2010 PMID: 20507610 PMCID: PMC2894772 DOI: 10.1186/1471-2458-10-286
Source DB: PubMed Journal: BMC Public Health ISSN: 1471-2458 Impact factor: 3.295
Characteristics of sample, comparing boys and girls.
| Characteristics | Boys | Girls | Total |
|---|---|---|---|
| Age | |||
| 12-13 years old | 105 (48) | 105 (47) | 210 (47) |
| 14-15 years old | 115 (52) | 119 (53) | 234 (53) |
| Fathers' age | 44 ± 6.73 | 45 ± 7.44 | 45 ± 7.35 |
| Mothers' age | 38 ± 5.74 | 38 ± 5.76 | 38 ± 5.74 |
| Parents' highest education (college degrees) | 53 (25) | 60 (27) | 113 (26) |
| Length of time playing video games per setting* | 1.9 ± 1.19 | 1.8 ± 0.95 | 1.9 ± 1.07 |
| Weekly hours playing video games* | 6.7 ± 3.45 | 6.5 ± 3.08 | 6.6 ± 3.26 |
| Years of video game playing* | 2.9 ± 1.25 | 3.1 ± 1.20 | 3.0 ± 1.21 |
| Initiation age for video gaming* | |||
| Own bedroom (yes) | 77 (35) | 69 (31) | 146 (33) |
| Personal computers (yes) | |||
| Severe arguments with parents (yes) | 132 (61) | 139 (62) | 271 (62) |
| Self-reported aggressive behaviors | 8.8 ± 8.28 | 9.1 ± 9.36 | 8.9 ± 8.83 |
| Perceived side-effects of games | 14.3 ± 4.01 | 14.0 ± 4.56 | 14.2 ± 4.29 |
| General mental health status (GHQ-28) | |||
| ≤8 | |||
| > 8 | |||
| Somatic | |||
| Anxiety/Insomnia | |||
| Social dysfunction | |||
| Severe depression |
*24 non-players excluded
Bivariate correlates of video gaming (n = 444).
| Variables | X1 | X2 | X3 | X4 | X5 | X6 |
|---|---|---|---|---|---|---|
| X1 - Initiation age | 1.00 | |||||
| X2 - Length of time of playing video games | -.20** | 1.00 | ||||
| X3 - Years of video game playing | -.45** | 27** | 1.00 | |||
| X4 - Self reported aggression | -.07 | .12* | .02 | 1.00 | ||
| X5 - Mental health status | .14** | .05 | -.10** | .36** | 1.00 | |
| X6 - Perceived sides effect of video gaming | .08 | -.17** | -.17** | -.03 | .17** | 1.00 |
| X7 - Severe arguments with parents | -.02 | .01 | .01 | .17** | .29** | .06 |
*p < .05; **p < .01; ***p < .001
Mean score of total and sub-scale scores on the 28-item General Health Questionnaire for video gamers and non-gamers (N = 444).
| Scale/Subscale | Non-gamers | 1-6 | 7-10 | > 10 | |
|---|---|---|---|---|---|
| (n = 24) | (n = 232) | (n = 120) | (n = 68) | ||
| Mean ± SD | Mean ± SD | Mean ± SD | Mean ± SD | ||
| Somatic symptoms | 1.96 ± 1.8 | 1.19 ± 1.6 | 1.04 ± 1.5 | 1.53 ± 1.7 | < .05 |
| Anxiety and insomnia | 2.50 ± 2.4 | 1.41 ± 1.7 | 1.34 ± 1.7 | 1.82 ± 1.8 | < .01 |
| Social dysfunction | 2.38 ± 2.0 | 1.42 ± 1.6 | 1.43 ± 1.3 | 1.53 ± 1.7 | < .05 |
| Severe depression | 2.12 ±2 .5 | 1.40 ± 2.0 | 1.12 ± 1.6 | 1.73 ± 2.3 | 0.06 |
| General mental health status | 8.96 ± 7.7 | 5.43 ± 5.6 | 4.97 ± 5.0 | 6.67 ± 6.0 | < .01 |
Multiple binary logistic regression between demographic characteristics, personal bedroom and computer ownership, and perceived side effect of gaming and excessive video game playing (n = 444).
| Independent Variables | Odds Ratio | 95% Confidence Intervals |
|---|---|---|
| Gender | 0.89 | 0.58 - 1.37 |
| Parents' education | 1.05 | 0.83 - 1.32 |
| Mother's working status | 1.02 | 0.57 - 1.85 |
| Personal bedroom | 0.88 | 0.54 - 1.46 |
• *p < .05; **p < .01; ***p < .001
• Nagelkerke R-Squared = 0.14
• -2 Log Likelihood = 480.08