{"title":"沙特阿拉伯王国(KSA)卡西姆地区青少年使用电子游戏与认知功能之间的关系。","authors":"Azza Elsayed Abd Elfatah Arafat","doi":"10.21608/ejhc.2023.326961","DOIUrl":null,"url":null,"abstract":"Background: In recent decades, adolescents and children use video games as a source of entertainment most of the time. In some children it may reach level of addiction. Video games usage may be beneficial or harmful for adolescents and children. The influence of video gaming on numerous cognitive processes is being studied more thoroughly. Objectives: To determine video games usage, assess cognitive function levels and study the relationship between adolescent video game use and cognitive function levels, Qassim region, KSA. Subjects and Methods: Research design: A cross-sectional research design was conducted at intermediate girls′ schools, Qassim region, KSA. Subjects: A multistage stratified random sampling of studied adolescents from one academic year. Setting: The study was conducted at four intermediate girls′ schools (the Sixth Intermediate girls′ school, the Ninth Intermediate girls′ school, the First Intermediate girls′ school and the Fifth Intermediate girls′ school). Tools of data collection : The Socio-demographic sheet, playing electronic games scale and Mindfulness Attention Awareness Scale were completed by 300 students. Results: Most of adolescents (75%) liking video games and (41%) practice video games every day. There was a statistically significant negative correlation between cognitive function level and video game usage (r = -0.701 and P = 0.001*). Conclusion: Video gaming was appreciated by the highest percentage of students and there was a statistically significant negative correlation between cognitive function level and video game usage. Recommendations: Developing scientific video games to assist teens in developing computer and cognitive talents that are proportional to cognitive functions. Schools should develop social activities for adolescents so they catch social skills and develop their cognitive functions instead of video games.","PeriodicalId":311996,"journal":{"name":"Egyptian Journal of Health Care","volume":" 12","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2023-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"The Relationship between Video Games Usage and Cognitive Functions among Adolescents in Qassim Region, Kingdom of Saudi Arabia (KSA).\",\"authors\":\"Azza Elsayed Abd Elfatah Arafat\",\"doi\":\"10.21608/ejhc.2023.326961\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Background: In recent decades, adolescents and children use video games as a source of entertainment most of the time. In some children it may reach level of addiction. Video games usage may be beneficial or harmful for adolescents and children. The influence of video gaming on numerous cognitive processes is being studied more thoroughly. Objectives: To determine video games usage, assess cognitive function levels and study the relationship between adolescent video game use and cognitive function levels, Qassim region, KSA. Subjects and Methods: Research design: A cross-sectional research design was conducted at intermediate girls′ schools, Qassim region, KSA. Subjects: A multistage stratified random sampling of studied adolescents from one academic year. Setting: The study was conducted at four intermediate girls′ schools (the Sixth Intermediate girls′ school, the Ninth Intermediate girls′ school, the First Intermediate girls′ school and the Fifth Intermediate girls′ school). Tools of data collection : The Socio-demographic sheet, playing electronic games scale and Mindfulness Attention Awareness Scale were completed by 300 students. Results: Most of adolescents (75%) liking video games and (41%) practice video games every day. There was a statistically significant negative correlation between cognitive function level and video game usage (r = -0.701 and P = 0.001*). Conclusion: Video gaming was appreciated by the highest percentage of students and there was a statistically significant negative correlation between cognitive function level and video game usage. Recommendations: Developing scientific video games to assist teens in developing computer and cognitive talents that are proportional to cognitive functions. Schools should develop social activities for adolescents so they catch social skills and develop their cognitive functions instead of video games.\",\"PeriodicalId\":311996,\"journal\":{\"name\":\"Egyptian Journal of Health Care\",\"volume\":\" 12\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2023-12-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Egyptian Journal of Health Care\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.21608/ejhc.2023.326961\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Egyptian Journal of Health Care","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.21608/ejhc.2023.326961","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
摘要
背景:近几十年来,青少年和儿童大部分时间都将电子游戏作为娱乐来源。有些孩子甚至会上瘾。对青少年和儿童来说,玩电子游戏可能是有益的,也可能是有害的。电子游戏对许多认知过程的影响正在得到更深入的研究。目的:确定电子游戏使用情况,评估认知功能水平,研究KSA卡西姆地区青少年电子游戏使用与认知功能水平的关系。研究对象与方法:研究设计:在沙特阿拉伯卡西姆地区的中级女校进行横断面研究设计。研究对象:对一学年的青少年进行多阶段分层随机抽样。设置:研究在四所中级女校进行(第六中级女校、第九中级女校、第一中级女校和第五中级女校)。数据收集工具:对300名学生进行社会人口统计问卷、电子游戏量表和正念注意意识量表。结果:大多数青少年(75%)喜欢电子游戏,(41%)每天练习电子游戏。认知功能水平与电子游戏使用之间存在显著负相关(r = -0.701, P = 0.001)。结论:学生对电子游戏的喜爱程度最高,认知功能水平与电子游戏使用之间存在统计学上显著的负相关。建议:开发科学的电子游戏,帮助青少年发展与认知功能成比例的计算机和认知才能。学校应该为青少年开展社交活动,让他们掌握社交技能,发展他们的认知功能,而不是玩电子游戏。
The Relationship between Video Games Usage and Cognitive Functions among Adolescents in Qassim Region, Kingdom of Saudi Arabia (KSA).
Background: In recent decades, adolescents and children use video games as a source of entertainment most of the time. In some children it may reach level of addiction. Video games usage may be beneficial or harmful for adolescents and children. The influence of video gaming on numerous cognitive processes is being studied more thoroughly. Objectives: To determine video games usage, assess cognitive function levels and study the relationship between adolescent video game use and cognitive function levels, Qassim region, KSA. Subjects and Methods: Research design: A cross-sectional research design was conducted at intermediate girls′ schools, Qassim region, KSA. Subjects: A multistage stratified random sampling of studied adolescents from one academic year. Setting: The study was conducted at four intermediate girls′ schools (the Sixth Intermediate girls′ school, the Ninth Intermediate girls′ school, the First Intermediate girls′ school and the Fifth Intermediate girls′ school). Tools of data collection : The Socio-demographic sheet, playing electronic games scale and Mindfulness Attention Awareness Scale were completed by 300 students. Results: Most of adolescents (75%) liking video games and (41%) practice video games every day. There was a statistically significant negative correlation between cognitive function level and video game usage (r = -0.701 and P = 0.001*). Conclusion: Video gaming was appreciated by the highest percentage of students and there was a statistically significant negative correlation between cognitive function level and video game usage. Recommendations: Developing scientific video games to assist teens in developing computer and cognitive talents that are proportional to cognitive functions. Schools should develop social activities for adolescents so they catch social skills and develop their cognitive functions instead of video games.