The Effect of Videogames on Student Achievement By Jonathan Craton Introduction In the past few decades, interactive electronic media has grown from virtual non-existence to one of the primary means of entertainment for college students. In more recent years, the Internet has completely changed the landscape of electronic media from something individual and static into something with the potential to be interactive and social.
This article has been cited by other articles in PMC. This study aimed to investigate the effects of addiction to computer games on physical and mental health of students. The study population includes all students in the second year of public guidance schools in the city of Isfahan in the educational year of The sample size includes students selected by multiple steps stratified sampling.
Dependent variables include general health in dimensions of physical health, anxiety and sleeplessness and impaired social functioning. Data were collected using General Health Questionnaire GHQ scale and a questionnaire on addiction to computer games. Pearson's correlation coefficient and structural model were used for data analysis.
There was a significant positive correlation between students' computer games addiction and their physical and mental health in dimensions of physical health, anxiety and sleeplessness There was a The effect of playing online games negative relationship between addictions to computer games and impaired social functioning.
The results of this study are in agreement with the findings of other studies around the world. As the results show, addiction to computer games affects various dimensions of health and increases physical problems, anxiety and depression, while decreases social functioning disorder.
Addiction to computer games, Physical and mental health, Students of guidance school Introduction Computer games are the most popular entertainments in modern societies and they target a variety of people in different ages. The addiction to the rivalry and excitements of the games make them the most common recreational programs for today's teenagers, so that they do anything to reach a higher level of the game, they immerse in the game so much that they completely separate from their surroundings.
Challenging with the obstacles and reaching a higher level in the game, make the players excited and losing the game make them anxious. Improvement of quality and variety of games increasingly spread it in the society especially adolescences.
Especially because these games are more active compared to watching TV, they are considered more effective.
Playing computer games to some extent can be useful, but long-term playing leads to various physical and mental complications. By sympathetic nervous system stimulation, this can gradually make this system sensitive and ready for response to limited stimulants, while causes anxiety symptoms in the player.
The reasons for playing these games among boys were excitements and challenges and they insisted to win. Moreover, sport and violent games were more attractive for boys.
In previous times, kids were involved playing with other children, but children of today spend most of their time on computer games as soon as they understand and acquainted with them, while these games cannot create any emotional and human relationship.
These effects are stimulating anger and violence, obesity, epilepsy due to games, social isolation, and other physical and mental damages.
Many psychologists and mental health professionals have paid attention to the effects of these games. In Iran, there are few and limited studies on the effects of addiction to computer games on players. Considering the increasing rate of addiction to computer games among Iranian adolescents and youth, the present study was conducted to investigate the effects of addiction to computer games on physical and mental health including physical health, anxiety, and depression and impaired social functioning.
Methods The aim of this descriptive correlation study was to determine the effects of computer games addiction on physical and mental health of male and female students of guidance schools in Isfahan city.
The study population includes all students in the second year of public guidance schools in Isfahan city in the educational year of The sample size includes students selected by multiple steps stratified sampling method.
Data were collected by using General Health Questionnaire GHQ scale and a questionnaire on addiction to computer games. To do this research, at first 3 districts were selected randomly among five districts of Isfahan Board of Education.
From each district, one boy and one girl guidance school was chosen randomly. In total, students were chosen for filling the questionnaires, after obtaining the permission from Isfahan Board of Education. The questionnaires distributed among sample.
The data collection instrument was included the form of GHQ inventory of physical and psychological health measurement. Another tool was Antwan's questionnaire for addiction to computer. The Cranbach's alpha was reported 0.Aug 26, · Considering the increasing rate of addiction to computer games among Iranian adolescents and youth, the present study was conducted to investigate the effects of addiction to computer games on physical and mental health including physical health, anxiety, and depression and impaired social functioning.
Massively multiplayer online role-playing games (MMORPGs) are a combination of role-playing video games and massively multiplayer online games in which a very large number of players interact with one another within a virtual world..
As in all RPGs, the player assumes the role of a character (often in a fantasy world or science-fiction world) and takes control over many of that character's.
positive effect when playing online games, the data shows that 4 respondent strongly agreed and 11 respondent agreed that online video games can makes them feels relax compared to other activity while 14 respondent are neutral, only 5 disagree about the5/5(). Sep 11, · Some of the online communities around games are aggressive and exclusionary which can lead to poor social skills if mirrored.
Playing to the exclusion of all social activities again limits the amount of real world social interaction, delaying or atrophying those skills.
Over 75 hours of story content, plus Mass Effect 3’s critically acclaimed multiplayer mode. Experience an amazingly rich and detailed universe where your decisions have profound consequences on the action and the outcome.
THE EFFECT OF PLAYING ONLINE GAMES ON PRODUCTIVITY LEVELS An Interactive Qualifying Project Report Submitted to the Faculty Of the WORCESTER POLYTECHNIC INSTITUTE.