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The Relationship Between Electronic Gaming and Health SocialRelationships and Physical Activity Among Males in Saudi Arabia

机译:电子游戏与健康社会之间的关系沙特阿拉伯男性之间的关系和体育锻炼

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摘要

Physical and psychological effects of playing computer games cannot be ignored. Electronic games are considered to be an influential factor in growth, personality development, and positive sociability of children, and game duration has been associated with increased aggression, reduced mental health, and higher BMI. The aim of the present study was to explore the relationship between electronic gaming and health, social relationships, and physical activity among males aged 16–18 years in Saudi Arabia. An online survey designed by the authors containing 60 items and divided into 5 sections was used during one school semester. The sample was selected randomly from 30 high schools; 90 students were selected from each school, with 30 chosen from each of grades 9, 10, and 11. Respondents were 194 male students, aged 17.23 ± 1.52 years. The questionnaire was presented to six experts to assess validity, with Cronbach’s α established at 0.87. Results showed that playing electronic games had a negative relation with health, social relationships, and physical activity among males. The most negative significant was the correlation between electronic games and physical activity (r = −.49), followed by that with social relationships (r = −.42) and BMI (r = −.31) .The lowest result was for health (r = .20). More empiricalinvestigations are needed to explore deeper effects of electronic gaming onvarious groups in Saudi society, including the general population, employees,and different categories of school and university students.
机译:玩电脑游戏对身体和心理的影响不容忽视。电子游戏被认为是儿童成长,性格发展和积极社交的影响因素,并且游戏时间与攻击性增加,心理健康下降和BMI升高有关。本研究的目的是探讨沙特阿拉伯16至18岁男性中电子游戏与健康,社会关系和体育锻炼之间的关系。在一个学校的学期中,使用了由作者设计的在线调查,该调查包含60项内容,分为5个部分。样本是从30所高中中随机抽取的。从每所学校中选出90名学生,从9、10和11年级的每人中选出30名学生。受访者是194名男学生,年龄为17.23±1.52岁。该问卷已提交给六位专家以评估其有效性,Cronbach的α值为0.87。结果表明,玩电子游戏与男性的健康,社交关系和体育锻炼负相关。最负面的影响是电子游戏与身体活动之间的相关性(r = -.49),其次是具有社会关系(r = -.42)和BMI(r = -.31)。最低的结果是健康(r = 0.20)。更多经验需要进行调查,以探索电子游戏对游戏的更深层次影响沙特社会中的各个群体,包括总人口,员工,以及不同类别的学校和大学生。

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