Literature DB >> 31758885

Video game use among secondary school students and associated factors.

Ayse Oflu1, Sıdıka S Yalcin2.   

Abstract

INTRODUCTION: The rapid progress of technology and widespread use of internet has increased the frequency of video gaming among children. The objective was to determine the frequency and patterns of video game use and video game addiction (VGA) in secondary school students and the relationship with socio-demographic, familial and individual factors. POPULATION AND METHODS: This cross-sectional descriptive study was conducted in four secondary schools in varied sociodemographic characteristics. A structured questionnaire was applied to the parents who agreed to participate. 'Videogame Addiction Scale for Children (VASC)' was performed to the videogamer students.
RESULTS: 297 healthy students were included; 245 (82.5 %) reported as video game players. The rate of VGA was 1.6 % in our whole sample. The VGA rate was 3.1 % within the male students. VASC-Geometric Mean Score (VASC-GMS) was significantly higher in male and obese children (p < 0.001, p= 0.022, respectively). Students who use social media also had higher scores (p= 0.034). Gaming consoles, online games or games with multiplayers increase the VASC-GMS scores (p= 0.028, p= 0.002, p= 0.016, respectively). War and strategy games lead higher VASC-GMS (p < 0.001, p= 0.034, respectively). In contrast, mind and casual games were related to lower VASC-GMS (p= 0.006, p= 0.004, respectively).
CONCLUSIONS: It was observed that being male, being obese, use of social media, game console ownership, playing specific game genres (war or strategy games), online and multiplayer games are related to higher scores of video game addiction scale in secondary school students. Future prospective studies and preventive measures on VGA should focus on these factors. Sociedad Argentina de Pediatría.

Entities:  

Keywords:  addictive behavior; children; obesity; video game

Mesh:

Year:  2019        PMID: 31758885     DOI: 10.5546/aap.2019.eng.e584

Source DB:  PubMed          Journal:  Arch Argent Pediatr        ISSN: 0325-0075            Impact factor:   0.635


  4 in total

1.  Depression Mediates the Relationship between Childhood Trauma and Internet Addiction in Female but Not Male Chinese Adolescents and Young Adults.

Authors:  Xue Dong; Ruxin Zhang; Simon Zhornitsky; Thang M Le; Wuyi Wang; Chiang-Shan R Li; Sheng Zhang
Journal:  J Clin Med       Date:  2021-10-28       Impact factor: 4.241

2.  Dual Diagnosis in Adolescents with Problematic Use of Video Games: Beyond Substances.

Authors:  Arturo Esteve; Antonio Jovani; Ana Benito; Abel Baquero; Gonzalo Haro; Francesc Rodríguez-Ruiz
Journal:  Brain Sci       Date:  2022-08-21

Review 3.  Prevalence and Factors Associated with Gaming Disorder in Latin America and the Caribbean: A Systematic Review.

Authors:  Akram Hernández-Vásquez; Rodrigo Vargas-Fernández; Fabriccio J Visconti-Lopez; Daniel Comandé; Guido Bendezu-Quispe
Journal:  Int J Environ Res Public Health       Date:  2022-08-15       Impact factor: 4.614

4.  Evaluation of video game playing status in school-age children with various variables.

Authors:  Beril Aydın; Ayşe Oflu; Sıdıka Songül Yalçın
Journal:  Turk Arch Pediatr       Date:  2021-01-06
  4 in total

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