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Evidence Base

Video game use among secondary school students and associated factors

Publication details

Year: 2019
DOI: 10.5546/aap.2019.eng.e584
Issued: 2019
Language: English
Volume: 117
Issue: 6
Start Page: 584
End Page: 591
Editors:
Authors: Oflu A.; Yalçın S.
Type: Journal article
Journal: Archivos Argentinos de Pediatria
Publisher: Sociedad Argentina de Pediatria
Topics: Wellbeing
Sample: This work was designed as a cross-sectional descriptive study, which was carried out between January 15, 2018 and February 15, 2018 in Afyonkarahisar in Turkey. Afyonkarahisar is a province in the western Anatolia. The number of secondary school is 35 in Afyonkarahisar. The students attending to the 5th and 6th classes in these schools were included in the study with the consent of their parents. Total number of students attending to the 5th and 6th classes was 6382. The sample size was calculated as 259 with a 97% confidence interval using ‘OpenEpi (https://www.openepi.com/SampleSize/SSPropor.Htm) calculator’ according to n = [DEFF*Np(1-p)]/ [(d2/Z2 1-α/2*(N-1)+p*(1-p)] equation. The parameters were sustained as population size (N: 12764), % frequency of videogame addiction in the population according to (p):16.8 %+/-5 (12), confidence limits as %(d): 5 %.

Abstract

Introduction: The rapid progress of technologyand 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 genres (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.

Outcome

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).

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