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Table 1. Correlation coefficient between addiction to computer games and health dimensions
Correlation coefficient Addiction to computer games
Variables R p N
Physical complains 0.198 0.001 487
Anxiety symptoms 0.348 0.001 484
Social dysfunction -0.104 0.02 478
Depression symptoms 0.250 0.001 488
Total 0.316 0.001 446
Questionnaire (GHQ-28) scale and a question- screening in psychiatry, and has a significant
naire on addiction to computer games. To do this effect on developing researches. This question-
research, at first 3 districts (2-4) were selected naire is in forms of 30. 60. 12 and 28 questions.11
randomly among five districts of Isfahan Board of The GHQ-28 which is used in this study was
Education. From each district, one boy and one standardized by Palahang12 (2005) and Yaqubi
girl guidance school was chosen randomly. In (2005)13 in Iran. This questionnaire was used to
total, 600 students were chosen for filling the assess health signs including physical complain,
questionnaires, after obtaining the permission sleep disorder, disorder of social functioning and
from Isfahan Board of Education. The question- depression.
naires distributed among sample. 564 students
filled the questionnaires and returned to the re- Results
searcher. The study population included 564 students in-
The data collection instrument was included cluding 263 girls (46.6%) and 301 boys (53.4%).
the form of GHQ-28 inventory of physical and These 564 students were divided into two
psychological health measurement. Another tool groups of 467 students (82.8%) as non-addicts
was Antwan's (2008) questionnaire for addiction and 97 students who played with computer
to computer. The Cranbach's alpha was reported games with a mean of 3 or higher (17.2%). The
0.92 by this researcher,11 since the validity and mean age of participants was 13 years old.
reliability of this questionnaire was not assessed Based on the findings presented in table 1,
for Iran; 30 students were selected as sample for correlation between addiction to computer
a pilot study and after data analysis, and the re- games and physical complains, anxiety and
liability was measured 0.76. This questionnaire sleep disorder, disorder in social functioning and
was based on Lickert scale and scored from 1 to depression were significant in level P ≤ 0.05.
5. 1was for very little and 5 score was considered Therefore, there was a direct relationship be-
for very much. tween addiction to computer games and physi-
The GHQ 28 inventory is created by Gold- cal disorders such as anxiety, sleep disorder and
berg (1972) for diagnosing psychological disor- depression. But, there was a positive correlation
ders in various centers and environments. The between addiction to computer games and social
questions are about the psychological condition dysfunction. In other words, based on coefficient
in past month, including signs such as thought, of determination, 4% variance of addiction to
abnormal emotions and dimensions of behavior computer games is common with physical dis-
that are observable. Therefore, questions empha- order, 12% with anxiety and sleep disorder, 1%
size on the situation (here and now). This ques- with disorder of social functioning and 6% with
tionnaire is the most known instrument for depression.
Table 2. Correlation coefficient between addiction to computer games and health dimensions in male students
Table 3. Correlation coefficient between addiction to computer games and health dimensions of female students
Correlation coefficient addiction to computer games
Variables R p N
physical 0.181 0.007 221
Anxiety symptoms 0.355 0.001 484
social dysfunction -0.097 0.02 219
Depression symptoms 0.241 0.001 222
Total 0.318 0.001 202
Depression symp-
toms 0.51
Figure 1. Standard coefficient of path analysis for relationship between health components and addiction to com-
puter games
-3.59
Social dysfunction
14.74
7.83
Depression symp-
toms 9.55
Figure 2. T-chart of path analysis of relationship between health components and addiction to computer games
Based on the findings presented in table 3, games have a negative relationship with mental
correlation between addiction to computer health of adolescents and have a direct effect on
games and physical complains, anxiety and their violent behavior, anxiety, depression and
sleep disorder, social dysfunction and depres- isolation of those adolescents who play these
sion were significant in level P ≤ 0.05. Therefore, games. The effects of computer games on psy-
there was a direct relationship between addic- chological health of people and severity and sig-
tion to computer games and physical disorder, nificance of that depends on factors such as level
anxiety, sleep disorder and depression. But, the and intensity of violence in the game, the ability
relationship between addiction to computer of player in differentiating virtual world and real
games and disorder of social functioning is re- world, player's ability to inhibit their desires and
verse. In other words, based on coefficient of motivation, the values they are brought up with
determination, 3% variance of addiction to com- or living with and also values that are in the con-
puter games is common with physical disorder, text and content of the games.15 Anxiety was one
12% with anxiety and sleep disorder, 0,9% with of possible outcomes of computer games, which
social dysfunction and 5% with depression. is studies by researchers. Studies showed that
The results in the table 4 show that all rela- computer games increases players' heart beats to
tionships between variables 2 x 2 are significant. a level more than their body request.16 In the
The effects of health with addiction to games is present study also, we found a direct significant
0.38 which is significant in level 0.99 and shows relationship between addiction to computer
the positive effects of addiction to games on gen- games and anxiety.
eral health of students. Payne et al (2000) studied the role of com-
Based on the results presented in table 5, all puter games on social isolation, low self-esteem
indices show the suitability of the model. and violence. The results showed no relationship
between playing computer games and self-
Table 5. Suitability indices of variables
esteem in girls, but there was a negative relation-
Table 5. Suitability indices Estimation
ship between the two in boys. Also, the scores of
Goodness of fit index (GFI) 0.99 violence had a positive correlation with amount
Adjusted Goodness-of-Fit Index (AGFI) 0.97
of exposure to computer games. Other results
Root mean square deviation (RMSD) 0.054
showed that in spite of children's attraction to
Chi Square 11.35
Degree of Freedom 5 games, there was no evidence that computer
Level of significance 0.044 games cause social isolation.17 Since in computer
games, players conform to the characters in the
Figure 1 and figure 2 show standard coeffi- game, in creating the new situations that occur in
cient of path analysis and t-chart of path analysis the game, the theory of participatory modeling
of relationship of health components and addic- and active conditioning can be used in explain-
tion to computer games respectively. ing data on violent behaviors and possible re-
wards they get in response.18
Discussion Azad Fallah et al (2001) in their study inves-
The results of this study showed that there is a
tigated the relationship between games and so-
direct relationship between physical health,
cial skills of 258 male students of first grade of
anxiety and depression with computer games
high school. The results showed a significant
addiction. However, the relationship of addic-
relationship between the game-type and pres-
tion to computer games and social dysfunction
ence of others in the game location with social
was significance and inverse. In 1990, Yuma et al
skills of adolescents. Selecting home as the place
conducted an intensive study in 9 cities of Japan
of game had a significance negative relationship
about the computer games played by children
with social skills and those adolescents who
and adolescents and its relationship with their
were mostly playing at home, had less social
physical health. The results showed that obese
skill (cited from Doran).7 However, in the pre-
students were more attracted to computer
sent study, there was an inverse relationship
games. In other words, playing more computer
between addiction to computer games and social
games cause adolescents to stay home, which
dysfunction. It means that as the addiction to
lead to their lack of activity and getting fat. This
computer games increases, social dysfunction
is considered as a biological problem.14 In psy-
will decrease.
chological dimension, it seems that computer
Ahmadi (1998) studied the effects of com- If we want to ignore them and deprive our chil-
puter games on adolescents of the city of Isfahan. dren playing them, we make them more eager to
The aim of his study was to find out if computer access them and if they cannot play games at
games have social effects. The results showed home, they will go to their friends, if they cannot
that violence and aggression in students who play there, they will go to Internet cafe and
played these games was higher than those who places they can find computer games.
did not play. Also, social participation of stu- On the other hand, if we want to leave our
dents who were playing computer games was children on their own in this field, mental, psy-
low.10 chological and physical risks threat them. So,
The first factor noticed in most studies as well parents and authorities in cultural and educa-
as the present study is the disorder in general tional fields should have appropriate plans to
health of players. Various studies show that provide proper involvement of children in these
playing too much computer games causes physi- games and in this regards, we should produce
cal damages and increases anxiety and depres- games which are based on our culture. More-
sion in players. Many studies show that most over, it is important to prevent import of damag-
adolescents who are addicted to computer ing and harmful games to the country, which is a
games have high heart beat and blood pressure responsibility of authorities. Also, serious super-
due to too much excitement and stress. Most of vision on children's involvement with computer
those who involve in these games do not notice is needed at home; especially their involvement
the time passing and even forget to eat. It seems with computer games and parents should teach
that creating a cause and effect relationship be- their children the proper culture of playing
tween computer games and physical health or games. In fact, one of main worries about com-
more generally speaking, cause and effect rela- puter games, considering their wide usage
tionship between addiction to computer games among adolescents is that these games may cre-
and mental and physical health is simplification ate a more attractive environment compared to
of the subject. There are various causes for corre- school works and interfere with school and edu-
lation between addiction to computer games and cational performance of children. It is obvious
physical health, anxiety and depression. First, that if children spend all their time out of school
addiction to computer games can cause disorder to computer games and neglects other activities
in physical health, increase anxiety and depres- which may be useful from the social viewpoint
sion. Second, it is possible that disorder in physi- or for their thinking, it will not be favorable. In
cal and mental health cause people to get at- addition, the newness of this phenomenon de-
tracted to computer games. Third way is that mands lots of curiosities and researches. Investi-
both addiction to computer games and disorder gating the negative effects of computer games on
in physical and mental health are created due to educational achievement is recommended for
the effects of other factors. further studies.
Considering associations between playing In spite of more than 20 years studies on
computer games and physical and mental disor- computer and video games and their outcomes
ders, the negative effects of these games are basi- and effects in the world, in Iran where a great
cally related to the games and their nature. portion of population is youth and adolescents
Therefore, some computer games can be con- and there is a significant prevalence of computer
structive, while others can have damaging ef- games, there are few studies on this topic, which
fects on children's body and mind. Therefore, we suggest the need for further studies.
should accept anyway that computer games like Conflict of interest: The Authors have no
many other phenomenon of technology age have conflict of interest.
found their way to our children's and our lives.
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