Fahim, H., Abd El-aty, N., Mohammed, F. (2023). Association of playing Electronic games with different health aspectamong secondary school students in Assiut city. Assiut Scientific Nursing Journal, 11(34), 270-286. doi: 10.21608/asnj.2023.171005.1448
Heba Ahmed Fahim; Naglaa Saad Abd El-aty; Fayza Mohammed Mohammed. "Association of playing Electronic games with different health aspectamong secondary school students in Assiut city". Assiut Scientific Nursing Journal, 11, 34, 2023, 270-286. doi: 10.21608/asnj.2023.171005.1448
Fahim, H., Abd El-aty, N., Mohammed, F. (2023). 'Association of playing Electronic games with different health aspectamong secondary school students in Assiut city', Assiut Scientific Nursing Journal, 11(34), pp. 270-286. doi: 10.21608/asnj.2023.171005.1448
Fahim, H., Abd El-aty, N., Mohammed, F. Association of playing Electronic games with different health aspectamong secondary school students in Assiut city. Assiut Scientific Nursing Journal, 2023; 11(34): 270-286. doi: 10.21608/asnj.2023.171005.1448
Association of playing Electronic games with different health aspectamong secondary school students in Assiut city
1Supervisor at The University of South Valley Hospital
2Assistant Professor of Community Health Nursing, Faculty of Nursing, Assiut University
Abstract
Background: Playing electronic games in adolescents has often been linked to socially unwanted phenomena such as violence. Gaming disorder is a public health problem with numerous factors linked to psychological, family and social factors. Aim: To determine the prevalence of electronic gaming, identify the consequences of playing electronic games and investigate the association of electronic games with risky behaviors among secondary school students. Subject and Methods: A descriptive cross-sectional study was carried out on 749 students randomly selected from ten secondary schools in Assiut city. A structured self –administered questionnaire was used to assess socio- demographic data, patterns, motivational factors and the consequences of playing electronic games. Results: About 89.3% of the studied samples were played electronic games. Online games were the favorite play system (42.8%) for the studied sample. The preferred type of electronic game for the studied sample was fighting games (43.2%). The main motivating factor for electronic games was fun and excitement (47.1%). Consequences of electronic game among the studied sample were very high effect on the psychological aspect, mental aspect, social aspect, physical aspect and violence (79.8%, 79.2%, 77.3%, 68.3%, and 64.6 %) respectively. Conclusion: The prevalence of electronic games in the studied sample was very high. The addiction consequences of electronic game have been significantly associated with socio-demographic data and playing electronic games. Recommendation: Preventive programs should concentrate on enhancing the psychological well-being of adolescents, to develop effective time management skills and to avoid excessive gaming. It should be conducted by schools, parents and social organizations together.