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dc.contributor.authorOflu, Ayşe
dc.contributor.authorYalçın, Sıdıka Songül
dc.date.accessioned2021-05-05T22:14:13Z
dc.date.available2021-05-05T22:14:13Z
dc.date.issued2019
dc.identifier.issn0325-0075
dc.identifier.issn1668-3501
dc.identifier.urihttps://doi.org/10.5546/aap.2019.eng.e584
dc.identifier.urihttps://hdl.handle.net/20.500.12933/376
dc.descriptionYALCIN, SIDDIKA SONGUL/0000-0001-9061-4281;en_US
dc.descriptionWOS:000499322000012en_US
dc.descriptionPubMed: 31758885en_US
dc.description.abstractIntroduction: 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 geners (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.en_US
dc.language.isoengen_US
dc.publisherSoc Argentina Pediatriaen_US
dc.rightsinfo:eu-repo/semantics/openAccessen_US
dc.subjectvideo gameen_US
dc.subjectaddictive behavioren_US
dc.subjectchildrenen_US
dc.subjectobesityen_US
dc.titleVideo game use among secondary school students and associated factorsen_US
dc.typearticleen_US
dc.departmentAFSÜ, Tıp Fakültesi, Dahili Tıp Bilimleri Bölümü, Çocuk Sağlığı ve Hastalıkları Ana Bilim Dalıen_US
dc.contributor.institutionauthorOflu, Ayşe
dc.identifier.doi10.5546/aap.2019.eng.e584
dc.identifier.volume117en_US
dc.identifier.issue6en_US
dc.identifier.startpageE584en_US
dc.identifier.endpageE591en_US
dc.relation.journalArchivos Argentinos De Pediatriaen_US
dc.relation.publicationcategoryMakale - Uluslararası Hakemli Dergi - Kurum Öğretim Elemanıen_US


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