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Abstract Background Today, due to developing communicative technologies, computer games and other audio-visual media as social phenomena, are very attractive and have a great effect on children and adolescents. The increasing popularity of these games among children and adolescents results in the public uncertainties about plausible harmful effects of these games.
This study aimed to investigate the correlation between computer games and behavioral problems on male guidance school students. Methods This was a descriptive-correlative study on randomly chosen male guidance school students. However, there was no statistically significant correlation between the amount of computer game usage and physical complaints, thinking problems, and attention problems.
Conclusion Computer games lead to anxiety, depression, withdrawal, rule-breaking behavior, aggression, and social problems in adolescents. Computer games, Social behavior, Adolescents Introduction Behavioral problems are prevalent and debilitating disorders for teachers, families, and the very children and adolescents causing many issues, which are associated with high rates of social problems.
Moreover, Achenbach divided other problems into a separate class. Most children and adolescents sometimes show emotional and behavioral problems, but in many cases, these behaviors are temporary, and do not last and match disorder criteria.
However, due to lack of unit definitions, the estimated prevalence rate of behavioral problems is associated with some difficulties. The highest and lowest frequency is dedicated to depression and thinking problems, respectively.
The proportion of males to females is five to one or more. In general, the tendency of boys toward aggressive and disruptive behaviors is more than the girls.
Nowadays, computer games have an important role as a hobby among children and adolescents. Researchers have found that such games can play a false emotional role and negatively affect the mental health of the players.
In the early s, there was an increase in studies concerning this issue due to the increasing growth of games with violent music and graphical motions.
Children and adolescents fill their time with playing these games, and are affected by and learn from them. These impacts might be either positive or negative depending upon the objectives of the designers, genre of game, and the allocated time.
However, most studies have concentrated on negative impacts due to the concerns about the side effects of the computer games.
Moreover, they mentioned strengthening of the mind, entertainment, fighting spirit, strengthening the English language, and their educational dimensions as the positive effects of computer games.
Moreover, since behavioral problems can affect all the socio-individual aspects of the life of adolescents and youths, and considering the importance of planning for the promotion of youth mental health it is necessary that we have an understanding of the rate and diversity of issues and factors affecting them.
Methods This was a descriptive- correlative study in which the study population included all the male guidance school students in Kerman, Iran, in The youth behavioral problem form is a self-report scale for adolescents with the minimum education equal to the fifth elementary grade ages to answer during 15 minutes.
This scale encompasses competencies and syndromes. The competencies section is comprised of four parts i. The overall reliability of the test using Cronbach's Alpha obtained 0. The reliability of the entire test using split-half reliability obtained 0.
Results The results showed that students Of the study subjects, 7 students 1. In addition, 37 of them 9. The number of hours students played computer games per day is illustrated in table 1. Table 1 Hours spent on computer games per day Hours per day.Aug 26, · This study aimed to investigate the effects of addiction to computer games on physical and mental health of students.
Methods: The study population includes all students in the second year of public guidance schools in the city of Isfahan in the educational year of Playing video games has become one of the largest leisure activities in the world.
This study examines the effects video games have on college students, their grade point averages, time management, and study habits. Existing literature has linked video game usage as being negatively correlated with each of these three variables. The most common question discusses the effects that the video/computer games have on the academic performance of the gamer.
Researchers have found that each situation should be handled independently because the effects vary from individual to individual. Jul 19, · Doran suggested that % of the respondents have computer game devices at home and % of them are exposed to the non-stop experience of playing the games The results of a study illustrated that almost half of the students used computer games .
Section 2 letter B states that “Online PC Game” shall refer to video games, web browsing, and over-the-internet communication. Thus, this study is an effort to bring out information, which can be utilized by students, researchers in assessing the effect of online PC games to students’ study habit in their academic performance.
The Effects of Computer Technology to Student's Lifestyle and Study Habits”. Words | 5 Pages The Effects of Computer Technology to Student’s Lifestyle and Study Habits”.