The Relationship Between Tendency to Computer Games and the Mental Health of Junior High School Students of Shahr-e Kord, Iran

Authors

  • Akbar Babaei Heydarabadi Social Determinant of Health Research Center, Health Education and Health Promotion Department, Faculty of Health, Ahvaz Jundishapur Uniyersity of Medical Scinces, Ahvaz, Iran
  • Elahe Tavassoli Assistant Professor, Department of Public Health, School of Health, Shahrekord University of Medical Sciences, Shahrekord, Iran
  • Zahra Karimi Student Research Committee, Shahrekord University of Medical Sciences, Shahrekord, Iran
Abstract:

Background and aims: Given that computer games have positive and negative functions and mayaffect the mental health of individuals, the present research aimed to study the relationship betweenthe tendency to playing computer games and the mental health of junior high school students inShahr-e Kord.Methods: The current cross-sectional descriptive-analytical study was conducted on 245 boy and girljunior high school students of Shahr-e Kord in 2016. The participants were selected using a randomcluster sampling method. The required data were collected using questionnaires of demographicvariables, the standard 28-item General Health Questionnaire, and an author-made questionnaire onthe tendency to computer games. Finally, the data were statistically analyzed using descriptive andanalytic tests in SPSS-18. Participation in the study was voluntary.Results: The results showed that 31.8% of the students aged 14 years old. In addition, the tendencyto computer games was higher in girls (0.027) and their level of mental health was lower comparedto boys (P = 0.032). There was a significant relationship between the tendency to computer gamesand the age of the students (P = 0.023). Eventually, age (P = 0.025) and gender (P = 0.09) represented asignificant relationship with the mental health of the students.Conclusion: Based on the low level of mental health in girls, it is necessary to pay special attention tothe symptoms of depression and anxiety and social functions in adolescents, control the time spent onplaying the computer games, plan carefully for their leisure time, direct adolescents toward readingbooks, and promote their health using educational patterns.

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Journal title

volume 6  issue 3

pages  101- 107

publication date 2019-09-25

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