Cite This Article: Dr. Vishal Thelkar. DOI: 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. There are many new type of mass media produced like film, media, television, computer games and internet. Out of all of this we can call computer games as fast growing product. It is also played 17 to 25 year old boys but in less manner.
This habit is affecting the students education and learning. It will also affect the mental health of student. There are many games that will help student in learning.
Computer games provide the opportunity to communicate with student ,the most important part of this computer game is, its help to problems solving activities And team work in team game like dota2 war craft , Counter strike C S this games are team game as well as strategic games etc.
Review of Literature Computer games provide an opportunity to communicate with students in a language they choose to use with their own peers. This literature review explores how playing games can impact student learning.
To begin, the research will define different types of games: physical games, board games, and video games. Van Ravenzwaaij, D. Action video games do not improve the speed of information processing in simple perceptual tasks. More than just fun and games: The longitudinal relationships between strategic video games, self-reported problem solving skills, and academic grades.
Journal of Youth and Adolescence , From the couch to the sports field: The longitudinal associations between sports video game play, self-esteem, and involvement in sports. Psychology of Popular Media Culture , 4, The ideal self at play: The appeal of video games that let you be all you can be. Psychological Science , 23, From outgroups to allied forces: Effect of intergroup cooperation in violent and nonviolent video games on boosting favorable outgroup attitudes.
Journal of Experimental Psychology : General , Art Bamford is a Ph. He completed an M. Sign up for our email today and choose from one of our popular free downloads sent straight to your inbox. Sign up for our email today and choose from one of our popular free downloads. Your Cart. Visit Our Store. Login Create an account. Parenting Sticky Faith Technology. Art Bamford Oct 8, Will video games make their brains rot?
Can anything good come from hours of Zelda? How can I get them to stop playing Fortnite? Methods: The study population includes all students in the second year of public guidance schools in the city of Isfahan in the educational year of Findings: 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 significant negative relationship between addictions to computer games and impaired social functioning.
Conclusion: The results of this study are in agreement with the findings of other studies around the world. Keywords: 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. 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.
Results The study population included students including girls Table 1 Correlation coefficient between addiction to computer games and health dimensions.
Open in a separate window. Table 2 Correlation coefficient between addiction to computer games and health dimensions in male students. Table 3 Correlation coefficient between addiction to computer games and health dimensions of female students. Correlation coefficient addiction to computer games Variables R p N physical 0. Table 4 Relation between addiction to computer games and health dimensions.
Relation between variables Standard coefficient Standard error T Test results Physical complains and health 0. Table 5 Suitability indices of variables. Table 5. Figure 1. Figure 2. Discussion The results of this study showed that there is a direct relationship between physical health, anxiety and depression with computer games addiction. Conflict of interest: The Authors have no conflict of interest.
References 1. Morrision M, Krugman DM. A look at mass and computer mediated technologies: Understanding the roles of television and computers in the home. Journal of Broadcasting and Electronic Media.
Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. J Pers Soc Psycho. Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosaically behavior: a meta-analytic review of the scientific literature. Psycho Sic. Manteqi M. A study of video and computer games outcomes.
Tehran: Farhang and Danesh[Persian]; Media and young minds. Asadollahi SR. Computer games training next generation. Rahavard- e-Noor. Doran B. Relationship between computer games and social skills of male students in high schools of Tehran. Sherry J, Lucas K. Klin JD, Freitag E. Enhancing motivation using an instructional game. Journal of Instructional Psychology. Ahmadi S. Social effects of computer games on male students in third year of guidance school in Isfahan city. Zahrakar K.
Methods A total of 80 male volunteers aged between 18 and 30 years enrolled in this research project. Study video games 2. Puzzle game A Puzzle game generally improves concentration, memory, and the harmony between the hands and the brain. Runner game The symphony of tiles makes the user calm and enables him or her to avoid addiction to the game.
Fear game Many video games released in the fear and horror category claim to induce fear in the player. Excitement game It is a violent and highly exciting game in which the player fights all of his or her rivals and beats them to win the game. Open in a separate window. Figure 1. Figure 2. Difference Percentage 1 Percentage 2 Fear game Figure 3. Figure 4. Table 2 The percentages of the variations of the mean concentration of cortisol after playing the games.
Difference Percentage 1 Percentage 2 Fear game 0. Figure 5. Figure 6. Figure 7. Figure 8. Discussion The players of video games are different with respect to their age, gender, nationality, and time zone. Ethical Considerations.
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