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العنوان
GAME GENRES, BEHAVIORAL DIFFICULTIES, AND INTERNET GAMING DISorder AMONG A SAMPLE OF EGYPTIAN ADOLESCENTS/
المؤلف
Malek,Yaman Adel Zaki
هيئة الاعداد
باحث / يمان عادل زكي مالك
مشرف / حنان محمد عز الدين عزام
مشرف / مروة عادل جمال المسيري
مشرف / مريم يحيى محمد ابو طالب
تاريخ النشر
2024
عدد الصفحات
146.p:
اللغة
الإنجليزية
الدرجة
ماجستير
التخصص
الطب النفسي والصحة العقلية
تاريخ الإجازة
1/1/2024
مكان الإجازة
جامعة عين شمس - كلية الطب - NEURO-PSYCHIATRY
الفهرس
Only 14 pages are availabe for public view

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Abstract

This Study Aims to: Measure the Rate of Internet Gaming Disorder among a community sample of Egyptian adolescents. To Assess the most frequently played type of Game genres. Finding the association between different game genres and behavioural dysregulation. Finding the association between different game genres and sociodemographic correlates.
Assess and measure the association of Violent Video Game Use and Internet Gaming disorder with psychological correlates.
This Cross-sectional observational study was carried out on a sample of 200 Egyptian adolescents gathered from Ain Shams University hospitals who were relatives of patients of psychiatric clinic and relatives of doctors and nurses. Their age ranged between 14-17 years, both males and females (106 females and 92 males), candidates included were free of medical or neurological disorders and were all gamers.
A self-structured questionnaire made from the combination of four tests: The Video game questionnaire by Anderson and Dill,
The Game Addiction Scale for adolescents by Lemmens et al, the Clinical anger scale by William Snell and the Strengths and difficulties questionnaire by Goodman et Al. The combined questionnaire formed of the four tests was translated to Arabic using the accredited Arabic versions of three out of the four tests and self-translation of the videogame questionnaire which was a simple enumeration of the games played and the nature of each game.
Most of the candidates took the test on their smartphones through a google form after obtaining an oral consent from the candidates and their guardians who agreed to participate. The rest of the cases took a hard copy of the test.
All candidates took the “draw a man test” beforehand to ensure intellectual integrity of all candidates and none of them were excluded afterwards.
A pilot Study was done at the beginning of the study as a trial to ensure feasibility and understanding of the test to the candidates undertaking it. Pilot study was conducted on 20 cases which were then included in the total number of cases.
Results showed that violent games were more frequently played than nonviolent games; 64.5% of candidates played violent games, whereas 35.5% preferred nonviolent games.
Males showed a higher 65.1% preference for violent games in comparison with 35% in females.
Our study showed that the mean hours played was higher in males 8.36 hours with a standard deviation of 4.99 against 5.19 hours in females & S.D of 3.75, p-value was <0.001. Results matched those of other similar studies as well.
The difference in hours played between males and females showed that most of the Boys (48.82%) involved in video gaming spent more time gaming than girls.
Hours spent playing by candidates who played violent games was higher than those who played nonviolent ones.
No difference in clinical anger results was shown between subjects who played violent games and others who played nonviolent ones, this differed than other studies that showed a significant relationship between aggressive behaviour and playing violent games.
In our study we found that Conduct symptoms, and prosocial behaviour were more affected in subjects who played violent games than in those who played nonviolent games.
Regarding Conduct symptoms 87% of candidates who played violent games were abnormal while, Nonviolent game players’ results showed that 73% were abnormal.
As for Prosocial Symptoms of Candidates who played violent games, 71% were abnormal, while for those who played nonviolent games 67.6% were abnormal this shows significant difference.
As for peer relationship problems, of all candidates who played violent games 34% resulted in having marked difficulties in peer relations. As for those who did not play violent games, the percentage of peer relation difficulties was higher at a value of 55%. the reason behind the better peer relationships among violent game players due to the need for more interaction and competition among players.
In our study a correlation was found between Game addiction and impact supplement of SDQ. Of the 8 cases who had game addiction, all of them scored abnormal results on the impact supplement section 100% of subjects, which means that game addiction influences chronicity, severity, and social impact of symptoms.
A high direct correlation was also found between the score of Impact supplement and the levels of anger. Higher levels of Anger led to higher Impact Supplement scores.