| Literature DB >> 35874894 |
Peng Shao1,2, Han Yu1,2, Yujia Zhu3, Junwei Wang4.
Abstract
The purposes is to investigate how digital games affect teenagers' physical and mental sustainable development and analyze the interactions and communications between teenagers and digital games using the domestication theory. (1) Background. A healthy mutual-domestication relationship is needed between teenagers and digital games. Digital games are expected to play a positive and decisive role, while parents and teachers should master the correct game literacy. (2) Methods. This study described the mutual domestication between them using interviews and questionnaires. (3) Results. Results demonstrate that digital games entering teenagers' lives are domesticated and marked with unique attributes caused by teenagers' different habits, during which parents and teachers are critical. In turn, digital games tame teenagers lifestyles and habits, becoming a popular social media among them. Spending excessive time and energy, teenagers will be addicted to digital games. (4) Conclusions. It can provide a reference for investigating the connection between teenagers and digital games.Entities:
Mesh:
Year: 2022 PMID: 35874894 PMCID: PMC9303159 DOI: 10.1155/2022/6375787
Source DB: PubMed Journal: J Environ Public Health ISSN: 1687-9805
The proportion of gamers among teenagers of different genders, places of growth, grades, and academic results (the value represents the game-playing frequency).
| Genders | Female ( | Male ( | ||
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| 67.3% | 91.6% | |||
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| Places of growth | Urban ( | Rural ( | ||
| 76.5% | 82.9% | |||
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| Grades | Elementary school ( | Junior high school ( | High school ( | |
| 78.2% | 86.9% | 74.5% | ||
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| Academic results | Excellent ( | Good ( | Moderate ( | Poor ( |
| 69.7% | 82.4% | 79.9% | 85.7% | |
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Numbers and proportions of teenagers with different characteristics of game addiction.
| Sample characteristics | Number of samples ( | |
|---|---|---|
| Number of samples addicted | Addiction rate | |
| Genders | ||
| Male | 24 | 8.0% |
| Female | 9 | 3.3% |
| Grades | ||
| Primary school | 3 | 1.7% |
| Junior high school | 10 | 5.0% |
| Senior high school | 20 | 10.2% |
| Places of growth | ||
| Urban | 9 | 3.4% |
| Rural | 24 | 7.7% |
| Results | ||
| Excellent | 1 | 1.3% |
| Good | 8 | 4.3% |
| Moderate | 17 | 6.7% |
| Poor | 7 | 12.5% |
| Playing ages | ||
| Never played | 0 | 0.0% |
| Within 2 years | 8 | 3.8% |
| 2–4 years | 11 | 8.8% |
| More than 4 years | 14 | 11.4% |
Partial correlation coefficients between game technical ability, game literary accomplishment, game literacy, and game addiction.
| Control variables | Analysis of item | |
| Game addiction | ||
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| Genders, grades, and playing periods | Game technical ability |
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| Grades, results, places of growth, and playing periods | Game literary accomplishment |
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| Genders, grades, places of growth, and playing periods | Game literacy |
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