Video Games Usage and its Relation with Violent Behavior among Adolescents

Faculty Nursing Year: 2022
Type of Publication: ZU Hosted Pages:
Authors:
Journal: Zagazig Nursing Journal Zagazig Nursing Journal Volume:
Keywords : Video Games Usage , , Relation with Violent    
Abstract:
Background: Video games are famous for the violence, and many people are concerned about the impact these games among adolescents. Aim of the study: to examine the relation between video games usage and violent behavior among adolescents. Subjects and Methods: Research design: A descriptive correlational design was adopted to carry out this study. Setting: The study was conducted at two faculties (nursing and arts) at Zagazig University. Subjects: A convenience sampling of 384 studied adolescents from first academic year enrolled in 2021–2022. Tools of data collection: Three tools were used for data collection. Tool (I) Socio-demographic data sheet. Tool (II): Playing Electronic Games Scale. Tool (III): Violence Questionnaire Scale (VQ). Results: The study reveals that that nearly two-fifths of the studied adolescents had medium video gaming usage level. Close to three-quarters of the studied adolescents had medium violent behavior levels. there was a positive significant correlation between video gaming and violent behavior. Arts students had medium and high levels of video game usage and violent behavior levels compared to nursing students. Also, female adolescents had medium and high levels of video games usage and violent behavior levels more than male adolescents. Conclusion: the present study proven that video gaming usage had a statistically significant positive correlation with violent behavior, the risk factors of video game usage and violent behavior are arts students and female gender. There were statistically significant relations between video games and liking video gaming, practicing of video gaming, and duration of video gaming. Recommendations: Informing educational program for Zagazig University students to decrease violent behavior as a result of video game usage and enhance the positive effects of videogames.
   
     
 
       

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