Introduction
During the beginning of the modern period, Latin
derivatives of “addicere” were desirable due to
their illustrious classical history. “Addict” was
a word that indicated attachment; introduced
the word “positive addiction” to describe a
good habit, like yoga or running, that improves
individual ability to function. One can achieve
a non-critical, transcendental frame of mind by
frequently engaging in either of those actions for
approximately an hour each day. He determined
the addiction to be that enjoyable state of mind
[1]. Addiction frequently develops when a person
attempts to relax and escape reality but is unable
to do so because addiction can lead to emotional
dysregulation, social withdrawal, low mood,
anxiety and depression. Excessive gaming has
a detrimental impact on social and individual
relationships as well as a person’s subjective well-
being. Therefore, excessive gaming prevents a
person from leading a regular life, not because of
physical problems but rather because of mental
health, which is shown in lower performance and
concentration [2]. In order to avoid suffering from
back pain, dark circles under eyes, obesity, wrist
pain, lack of sleep, fatigue, and depression, one
neglects his/her social life, his/her personal and
professional obligations, and his/her diet (the
majority of internet addicts spend outrageous
amounts of money in addition to eating in front
of a computer screen) [3]. Electronic games
are described as “games that individuals are
constantly addicted to use, whether they are online or offline, and this negatively affects the individual in general and the child in particular, as it has a social, psychological, and health impact on him” The phrase “extensive use of electronic games on the network,
whether on computers, mobile devices, PlayStation,
and various fictitious types” was also used [4].
Concept of game
It is evident that playing games is an innate aspect
of human life. The game’s appearance conveys
the idea that it is an amusement that is not taken
seriously. To determine what is truly referred to
as a game. Physical and cerebral games are the
two categories [5]. The majority of individuals
have developed an addiction to the Internet’s
development; factors contributing to this include
game design, psychological factors, and social
factors. Long-term gaming can cause deterioration
of eyesight, disruption of sleep patterns, shorter
sleep duration, physical deterioration, emotional instability, mental retardation, and other health
issues. Fortunately, gaming problem may be treated with therapies including self-control, Cognitive
Behavioral Therapy (CBT), and family-based interventions despite the potentially harmful effects it may have on people’s health and quality of life [6]. Electronic game addiction actions a child’s ability to develop psychologically by exposing him to feelings
of fear, tension, distress, and insomnia caused by the disturbing and adverse content of some electronic
games, as well as by exposing him to withdrawal
anxiety disorders like excessive anxiety, depression, and severe sadness. It also causes the child to develop
the desire for violence and cruelty [7].
The crucial transitional stage of adolescence
in terms of physical, behavioral, and emotional
development
EMU has a special effect on brain areas that
undergo considerable developmental change
during adolescence [8]. Playing is one of a child’s
most crucial activities; it’s not just something they
do for fun; it’s also thought to be the most crucial
activity for their mental and psychological growth.
As a natural instinct and a mental activity, play is
benefits of digital gaming. Electronic games teach
addicts certain academic skills including learning
new languages, typing, writing, and critical
thinking. Negative effects include headaches,
quivering hands and arms, musculoskeletal
disorders brought on by frequent, quick movement,
and eye redness and dryness from electromagnetic
fields released by displays [4]. Electronic games
have a variety of purposes, particularly for teens,
including winning, rivalry, challenge, enjoyment,
adventure, imagination, hobbies, curiosity,
skill development, and cognitive development.
It’s normal to play electronic games, with the
exception of when you overdo it, and some
games even have benefits like emotional relief
or relaxation and a greater use of amusement and
problem-solving skills. There are many different
kinds of electronic games, including fighting,
puzzle, sports, adventure, and strategy games
[9]. Halley Pontes and Mark Griffiths in 2000
they defined these type of addiction operationally
“non-chemical (behavioral) addictions involving
human-machine interactions, can be regarded as a
sub-set of behavioral addictions [10].
Materials and Methods
Study design
A cross-sectional descriptive quantitative design is done in the current work. The study has been
carried out between the 1st of September 2022
and the 1st of February 2023 to assess the impact
of electronic gaming addiction on physical and
psychosocial status among secondary school’s
children.
Administrative agreements and ethical
considerations
The researcher obtained permission from the Ethics
Committee of the University of Kufa’s Faculty of
Nursing has given an agreement; Furthermore,
before collecting the data, formal administrative
agreements acquired for conducting the study, the
initial agreement was obtained from the Kufa-
University/College of Nursing/Department of
Graduate Studies. Written official permissions
had been obtained from the Ministry of Planning
Central Statistical System, for the acceptance
of the questionnaire draft. Another permission
obtained from the Ministry of Education and The
General Directorates of Education in Al- Najaf Al-
Ashraf City for getting sample from the secondary
schools. Finally, subject’s agreement from the
Ministry of Municipalities and public works/
Directorate of Najaf Municipality.
Setting of the study
The current work was carried out in has been
including (32) schools, (16) high school
(preparatory), (16) secondary school, which are
distributed in eight district of Al Najaf Al-Ashraf
City in Iraq, four schools from each quarters,
shows in Table 1.
Table 1. Distribution of adolescents according to the type and locations of the schools in Al-Najaf Al-Ashraf City.
Level of school /School location |
High school (preparatory) |
Secondary |
Total schools selected |
First District |
2 |
2 |
4 |
Second District |
2 |
2 |
4 |
Third District |
2 |
2 |
4 |
Fourth District |
2 |
2 |
4 |
Fifth District |
2 |
2 |
4 |
Sixth District |
2 |
2 |
4 |
Seventh District |
2 |
2 |
4 |
Eighth District |
2 |
2 |
4 |
Total |
16 |
16 |
32 |
Sample of the study
A multi stage sample of (911) subjects, it is selected
throughout the use of probability sampling. The
sampling of study is divided into two stage which
include:
A. First stage: school’s selection by stratified
cluster. Al Najaf Al Ashraf city divided to
eight distract. The schools selected randomly
(32) school’s boys and girls, from (110) total
schools in Al Najaf Al Ashraf city.
B. Second stage: student’s selection by using
the disproportional stratified sampling
(Nieswiadomy, 2008; Joan, 2009). From each
school (30) students were randomly selected,
and their age between 15 to 19 years.
The study instrument
The researcher makes the study’s instrument
is formats developed by the investigator. In
addition to the demographic socio-economic
data form. The reliability was done after experts
reviewed and content validity was established.
As well, a slight modification has been made to
the questionnaire for sundry terms in conformity
with the commendations and observations of
the supervisor, specialists and the Ministry of
Planning/Central Council of Statistics.
This tool consists of two parts:
• Part I: Socio-Demographic Data
• Part II
Part I: Socio-demographic data: This part
contains three subsections as the following:
Student’s demographical data: This part consists
of six items, that include: Gender, age, grade
classroom, number of sibling, order of student in
the family and residency.
Family of student’s demographical data: This part
consists of fourteen items, that include: Father alive, mother alive, parent’s marital status, father
educational level, mother educational level, SESS.
Electronic game items: This part consists of
eleven items; Do you use electronic games, how
long (time) do you use electronic game, You are
under 12 years old, Were you over 12 years old
when you started using electronic games, The
duration of your use of electronic games is from
half an hour to an hour, The duration of your use
of electronic games is from one to two hours, The
time period for using electronic games is from two
to four hours, The time period for using electronic
games is from four hours or more, Fighting
games are the favorite type of electronic games,
Adventure and thinking games are the favorite
type of electronic games, Intelligence games are
the preferred type of electronic games and Sports
games are the preferred type of electronic games.
Part II: This part illustrates three dimensions to
examine the Electronic Game Addiction among
secondary school’s children in Al-Najaf school’s.
These domains along with the items associated
with each one are demonstrated.
Score interpretation
Electronic game addiction part of the study
instrument consist one type of scale with five
responses (never (1), rarely (2), sometime (3),
often (4), all time (5)). Psychosocial status part:
This domain was measured through (14) sub-
domains which represented psychosocial measure
for children in secondary schools. This part of the
study instrument consists one type of scale with
five responses (never (1), rarely (2), sometime (3),
often (4), all time (5)). Physical status part: This
domain was measured through (8) sub-domains
which represented physical measure for children
in secondary schools. The items are arranged as
1- to 4-point response scales. To make the things
easier for children to understand, each point on
the answer scales has a name. The first item, for
instance, has ratings ranging from 1 (I run very
slowly) to 4 (I run extremely quickly). When
playing, performing physical education exercises,
or participating in sports, children must keep their
own needs in mind. Participants are asked to select
which of the four statements for each item best
describes their own sentiments. Items 1, 3 and 5
receive scores ranging from 1 to 4, whereas items
2, 4, 6, 7 and 8 is reversed. Therefore, the total test
score can range from 1 to 32. High scores indicate
a strong sense of a person’s physical abilities,
while low scores would indicate a weak sense of a person’s physical ability. It has been emphasized
that there is no lost data and then transforms the
data into calculated data, arranged them in the
Microsoft Office Excel 2016 program, and for
statistical analysis transfer them to the Statistical
Package of Social Sciences program (SPSS)
version 26. Besides, to move the tables to the final
results and presented for study, transforming the
data to Microsoft Office Word 2016.
Reliability of the study instrument
It’s statistically formed for testing the reliability
coefficient for the instrument of the present study,
its results show that there is an acceptable level
of Cronbach’s alpha reliability value for each
scale, and then there is a highly acceptable level
of reliability for all scales.
Data collection
The data is collected via self-report using the
developed questionnaire (Arabic version). The
lasted from December 21, 2022, to February 1,
2023. From 911 subjects, a total of 917 have been
obtained for statistical analysis. Six responses
were eliminated because the participants did not
complete the questionnaire in its entirety. The
researcher met with the children after receiving
permission from the school’s administrators to
clarify the study subjects’ and obtain their verbal
agreement to participate in the study with the right
to reject or withdraw participation and confidential
details, then a copy of the questionnaire is
distributed for each subject to be answers in full,
before their retrieval by the researcher.
Results
Table 2 shows statistically descriptive and
assessment the electronic gaming addiction on
secondary school children. In control group it
indicates that the evaluation of items is (low
addiction) for all numbered items and for study
group items it demonstrates that assessing of items
is (moderate addiction) also for all numbered
items assessment.
Table 2. The assessment the electronic gaming addiction on secondary school children.
Items |
Control |
Study |
Mean |
Asses. |
Mean |
Asses. |
1. Did you think about playing a game all day long? |
1.44 |
Low Add. |
2.85 |
Moderately Add. |
2. Did you spend much free time on games? |
1.58 |
Low Add. |
3.38 |
Moderately Add. |
3. Have you felt addicted to a game? |
1.53 |
Low Add. |
2.7 |
Moderately Add. |
4. Did you spend increasing amounts of time on game? |
1.67 |
Low Add. |
3.06 |
Moderately Add. |
5. Did you play longer than intended? |
1.25 |
Low Add. |
2.98 |
Moderately Add. |
6. Were you unable to stop once you started playing? |
1.54 |
Low Add. |
2.87 |
Moderately Add. |
7. Did you play games to forget about real life? |
1.6 |
Low Add. |
2.66 |
Moderately Add. |
8. Have you played games to release stress? |
1.53 |
Low Add. |
3 |
Moderately Add. |
9. Have you played games to feel better? |
1.99 |
Low Add. |
3.3 |
Moderately Add. |
10 Have others unsuccessfully tried to reduce your game use? |
1.18 |
Low Add. |
2.94 |
Moderately Add. |
11. Were you unable to reduce your game time? |
1.41 |
Low Add. |
2.8 |
Moderately Add. |
12. Have you failed when trying to reduce game time? |
1.19 |
Low Add. |
2.59 |
Moderately Add. |
13. Have you felt bad when you were unable to play? |
1.26 |
Low Add. |
2.74 |
Moderately Add. |
14. Have you become angry when unable to play? |
1.45 |
Low Add. |
2.72 |
Moderately Add. |
15. Have you become stressed when unable to play? |
1.16 |
Low Add. |
2.52 |
Moderately Add. |
16. Did you have fights with others (e.g., family, friends) over your time spent on games? |
1.41 |
Low Add. |
2.76 |
Moderately Add. |
17. Have you neglected others (e.g., family, friends) because you were playing games? |
1.43 |
Low Add. |
2.37 |
Moderately Add. |
18. Have you lied about time spent on games? |
1.23 |
Low Add. |
2.57 |
Moderately Add. |
19. Have you neglected other important activities (e.g., school, work, sports) to play games? |
1.55 |
Low Add. |
2.67 |
Moderately Add. |
20. Has your time on games caused sleep deprivation? |
1.76 |
Low Add. |
2.8 |
Moderately Add. |
21. Did you feel bad after playing for a long time? |
1.66 |
Low Add. |
2.77 |
Moderately Add. |
Note: Freq: Frequency; MS: Mean of score; Low: MS=1-2.33; Moderate: MS=2.34-3.65; high: MS=3.69-5.
This Table 3 gives statistically descriptive (mean
of scores) and assessment the psychosocial well-
being among secondary school children, in the control group It demonstrates that the majority of the items’ assessments are accurate (moderate) for numbered items (3,4,5,6,7,9,10,12,14), while it is considered (good) for five items is numbered (1,2,8,11,13); and for study group items it demonstrates that the assessment of items is (moderate) for all items numbered assessment.
Table 3. The assessment the psychosocial well-being among secondary school children.
Items |
Control |
Study |
Mean |
Asses. |
Mean |
Asses. |
1. I’ve been feeling optimistic about the future. |
3.69 |
Good |
3.4 |
Moderate |
2. I always feel helpful and helpful to myself and others. |
3.68 |
Good |
3.48 |
Moderate |
3. A lot of the time I feel relaxed. |
2.95 |
Moderate |
2.94 |
Moderate |
4. You feel cared for by others. |
3.22 |
Moderate |
3.11 |
Moderate |
5. I have week energy or feel energy in general |
3.15 |
Moderate |
3.11 |
Moderate |
6. I handle problems well. |
3.39 |
Moderate |
3.41 |
Moderate |
7. I think clearly about the things around me |
3.52 |
Moderate |
3.54 |
Moderate |
8. I feel good about myself. |
3.8 |
Good |
3.58 |
Moderate |
9. I feel close to others |
3.59 |
Moderate |
3.44 |
Moderate |
10. Make the right decision about things. |
3.45 |
Moderate |
3.54 |
Moderate |
11. I feel loved by family and friends. |
3.71 |
Good |
3.62 |
Moderate |
12. I have an interest and a desire for new things, such as modern electronic games |
2.66 |
Moderate |
3.26 |
Moderate |
13. I feel fun with family and friends |
3.77 |
Good |
3.64 |
Moderate |
14. I get anxious and nervous sometimes |
3.34 |
Moderate |
3.44 |
Moderate |
Note: Freq: Frequency; MS: Mean of score; Low: MS = 1-2.33; Moderate: MS = 2.34-3.65; high: MS = 3.69-5.
This Table 4 gives the descriptive statistics (mean
of scores) and assessment of the perceived physical
ability among secondary school children, in the control group it demonstrates that the assessment
of the majority items is (moderate) for items
numbered (1,2,3,4,5,6,8), while it is considered
(good) for one items is numbered (7); and in the
study group it demonstrates that the assessment
of the majority items is (moderate) for items
numbered (1,2,3,4,5,6), while it is considered
(good) for two items is numbered [7,8].
Table 4. The assessment of the perceived physical ability among secondary school children.
Items |
Control |
Study |
Mean |
Asses. |
Mean |
Asses. |
Physical status Q1 |
2.59 |
Moderate |
2.84 |
Moderate |
Physical status Q2 |
2.46 |
Moderate |
2.66 |
Moderate |
Physical status Q3 |
2.5 |
Moderate |
2.7 |
Moderate |
Physical status Q4 |
2.95 |
Moderate |
2.99 |
Moderate |
Physical status Q5 |
2.75 |
Moderate |
2.7 |
Moderate |
Physical status Q6 |
2.9 |
Moderate |
2.89 |
Moderate |
Physical status Q7 |
3.05 |
Good |
3.22 |
Good |
Physical status Q8 |
2.93 |
Moderate |
3.16 |
Good |
|
Note: Freq: Frequency; MS: Mean of score; Poor : MS = 1-2 ; Moderate: MS=2.01-3; Good: MS=3.01-4.
Discussion
The study findings shows that the electronic
gaming addiction on secondary school children
in study group, the result reflects that there is a
moderate assessment for this dimension, this
result supported by [11], who found that addicted
to gaming were more likely to be stressed (moderately as well as highly) compared to those
who were not addicted to gaming. About with regard the children’s psychosocial well-being among secondary school for study Group, the
result shows that there is a moderate assessment
for this dimension, this result come with [12], who
found that moderate assessment for psychosocial
functioning. Concerning the children’s perceived
physical ability among secondary school for study
group, the result shows that there is a moderate
assessment for this dimension, this result come
with [13], who found that moderate assessment
for physical ability.
Conclusion
Electronic game addiction, psychosocial and
physical status were given a moderate rating in
both control and study groups, and also, the study
group socio-demographic characteristics the age
of student, gender, grade classroom, father and
mother educational level, mother alive, period
of using electronic gaming and type of favorite
game and finally SESS have impact on most
study dimensions (Electronic game addiction,
psychosocial and physical status).
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Citation: Impact of Electronic Gaming Addiction on Physical and Psychosocial Status Among Secondary School's Children,
Vol. 24 (S4) March, 2024; 01-09.