The prevalence of gaming addiction among a subgroup of Iranian male adolescents

The prevalence of gaming addiction among a subgroup of Iranian male adolescents


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صفحه نخست سامانه
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نویسندگان: فریبا حیدری

عنوان کنگره / همایش: دوازدهمین کنگره بین المللی دانش اعتیاد , Iran (Islamic Republic) , تهران , 2018

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نویسنده ثبت کننده مقاله فریبا حیدری
مرحله جاری مقاله تایید نهایی
دانشکده/مرکز مربوطه عوامل اجتماعی موثر بر سلامت
کد مقاله 63946
عنوان فارسی مقاله The prevalence of gaming addiction among a subgroup of Iranian male adolescents
عنوان لاتین مقاله The prevalence of gaming addiction among a subgroup of Iranian male adolescents
نوع ارائه پوستر
عنوان کنگره / همایش دوازدهمین کنگره بین المللی دانش اعتیاد
نوع کنگره / همایش سخنرانی
کشور محل برگزاری کنگره/ همایش Iran (Islamic Republic)
شهر محل برگزاری کنگره/ همایش تهران
سال انتشار/ ارائه شمسی 1397
سال انتشار/ارائه میلادی 2018
تاریخ شمسی شروع و خاتمه کنگره/همایش 1397/06/14 الی 1397/06/16
آدرس لینک مقاله/ همایش در شبکه اینترنت
آدرس علمی (Affiliation) نویسنده متقاضی Social Determinants of Health Research Center, Tabriz University of Medical Sciences, Tabriz, Iran

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نویسنده نفر چندم مقاله
فریبا حیدریاول

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عنوان متن
کلمات کلیدیGaming addiction, Internet addiction, adolescent, teenager
خلاصه مقالهBackground & Aim: In this new era with rapid advancements in technologies, modern epidemics are emerging, like internet addiction and gaming addiction. Various studies have shown that these emerging behavioral and psycho-social pathologies may result in depression, anxiety, stress, and social isolation. The aim of this study was to evaluate the scope of gaming addiction in adolescents. Methods & Materials: In this cross-sectional study, a questionnaire to evaluate the gaming addiction was developed and given to two classes 8th grade of school in Tabriz city. The questionnaire was anonymous to assure the participants about the confidentiality of the data. We asked four questions about gaming in the past week, mean hours of gaming in a day, internet gaming, and educational attainment. Results: In total 30 questionnaires were given to adolescents of which 29 were completed. The age of participants was 14 years old. All of the participants reported that they had gamed at least once during the past week. The mean duration of gaming was 2 hours per day. Half of the participants (14 subjects) reported gaming online. The majority of participants reported good or moderate educational level in the school (14 subjects for each level) and only one teenager reported to have low level of attainment. Conclusions: Few studies in Iran had evaluated gaming addiction. In our study internet gaming was shown higher that other studies in Iranian adolescent. It could be because of higher socio-economic class of the school which was selected for the study. It is suggested to conduct more extensive studies in various age groups about the extent and consequences of gaming addiction.

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