{"title":"智能手机和电脑游戏与青少年愤怒的关系","authors":"Suat TUNCAY, Abdullah SARMAN","doi":"10.5472/marumj.1367799","DOIUrl":null,"url":null,"abstract":"Objective: In this study, it was aimed to determine the relationship between the causes and duration of gaming and types of games and
 levels of anger among Turkish adolescents studying at high schools.
 Materials and Methods: The study was conducted using a cross-sectional descriptive design with adolescents enrolled in high schools
 in an Eastern Turkish province. A total of 819 adolescent students aged 13-18 were included in the study. Data were collected online
 through Google Forms, utilizing both the “Sociodemographic Form” and the “Adolescent Anger Rating Scale.”
 Results: The mean age of the adolescents was 15.52±1.29. Gender, academic performance, daily sleep duration, and daily walking
 distance were not found to be associated with anger levels. Additionally, there was no significant correlation between anger scores and
 the status of computer and smartphone usage. However, individuals who used smartphones for 3 hours or more for purposes such as
 gaming, entertainment, chatting, messaging, and socializing exhibited higher anger scores.
 Conclusion: Academic grades, the duration of smartphone usage, computer and smartphone use for gaming/entertainment, chatting,
 messaging, and socializing were found to be associated with anger. Specifically, extended periods of playing war, fighting, and similar
 games on both computers and smartphones were correlated with higher levels of anger. It would be advantageous for parents to monitor
 and regulate the content of the games their adolescents play, observe any behavioral differences, and take necessary precautions.","PeriodicalId":43341,"journal":{"name":"Marmara Medical Journal","volume":null,"pages":null},"PeriodicalIF":0.2000,"publicationDate":"2023-09-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"The relationship between smartphone and computer games and anger in adolescents\",\"authors\":\"Suat TUNCAY, Abdullah SARMAN\",\"doi\":\"10.5472/marumj.1367799\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Objective: In this study, it was aimed to determine the relationship between the causes and duration of gaming and types of games and
 levels of anger among Turkish adolescents studying at high schools.
 Materials and Methods: The study was conducted using a cross-sectional descriptive design with adolescents enrolled in high schools
 in an Eastern Turkish province. A total of 819 adolescent students aged 13-18 were included in the study. Data were collected online
 through Google Forms, utilizing both the “Sociodemographic Form” and the “Adolescent Anger Rating Scale.”
 Results: The mean age of the adolescents was 15.52±1.29. Gender, academic performance, daily sleep duration, and daily walking
 distance were not found to be associated with anger levels. Additionally, there was no significant correlation between anger scores and
 the status of computer and smartphone usage. However, individuals who used smartphones for 3 hours or more for purposes such as
 gaming, entertainment, chatting, messaging, and socializing exhibited higher anger scores.
 Conclusion: Academic grades, the duration of smartphone usage, computer and smartphone use for gaming/entertainment, chatting,
 messaging, and socializing were found to be associated with anger. Specifically, extended periods of playing war, fighting, and similar
 games on both computers and smartphones were correlated with higher levels of anger. It would be advantageous for parents to monitor
 and regulate the content of the games their adolescents play, observe any behavioral differences, and take necessary precautions.\",\"PeriodicalId\":43341,\"journal\":{\"name\":\"Marmara Medical Journal\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":0.2000,\"publicationDate\":\"2023-09-29\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Marmara Medical Journal\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.5472/marumj.1367799\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q4\",\"JCRName\":\"MEDICINE, GENERAL & INTERNAL\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Marmara Medical Journal","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.5472/marumj.1367799","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q4","JCRName":"MEDICINE, GENERAL & INTERNAL","Score":null,"Total":0}
The relationship between smartphone and computer games and anger in adolescents
Objective: In this study, it was aimed to determine the relationship between the causes and duration of gaming and types of games and
levels of anger among Turkish adolescents studying at high schools.
Materials and Methods: The study was conducted using a cross-sectional descriptive design with adolescents enrolled in high schools
in an Eastern Turkish province. A total of 819 adolescent students aged 13-18 were included in the study. Data were collected online
through Google Forms, utilizing both the “Sociodemographic Form” and the “Adolescent Anger Rating Scale.”
Results: The mean age of the adolescents was 15.52±1.29. Gender, academic performance, daily sleep duration, and daily walking
distance were not found to be associated with anger levels. Additionally, there was no significant correlation between anger scores and
the status of computer and smartphone usage. However, individuals who used smartphones for 3 hours or more for purposes such as
gaming, entertainment, chatting, messaging, and socializing exhibited higher anger scores.
Conclusion: Academic grades, the duration of smartphone usage, computer and smartphone use for gaming/entertainment, chatting,
messaging, and socializing were found to be associated with anger. Specifically, extended periods of playing war, fighting, and similar
games on both computers and smartphones were correlated with higher levels of anger. It would be advantageous for parents to monitor
and regulate the content of the games their adolescents play, observe any behavioral differences, and take necessary precautions.
期刊介绍:
Marmara Medical Journal, Marmara Üniversitesi Tıp Fakültesi tarafından yılda üç kere yayımlanan multidisipliner bir dergidir. Bu dergide tıbbın tüm alanlarına ait orijinal araştırma makaleleri, olgu sunumları ve derlemeler İngilizce veya Türkçe olarak yer alır.