The relationship between computer games and quality of life in adolescents

电脑游戏与青少年生活质量的关系

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Abstract

BACKGROUND: Term of doing computer games among teenagers is growing rapidly. This popular phenomenon can cause physical and psychosocial issues in them. Therefore, this study examined the relationship between computer games and quality of life domains in adolescents aging 12-15 years. MATERIALS AND METHODS: In a cross-sectional study using the 2-stage stratified cluster sampling method, 444 male and female students in Borkhar were selected. The data collection tool consisted of 1) World Health Organization Quality Of Life - BREF questionnaire and 2) personal information questionnaire. The data were analyzed by Pearson correlation, Spearman correlation, chi-square, independent t-tests and analysis of covariance. FINDINGS: The total mean score of quality of life in students was 67.11±13.34. The results showed a significant relationship between the age of starting to play games and the overall quality of life score and its fourdomains (range r=-0.13 to -0.18). The mean of overall quality of life score in computer game users was 68.27±13.03 while it was 64.81±13.69 among those who did not play computer games and the difference was significant (P=0.01). There were significant differences in environmental and mental health domains between the two groups (P<0.05). However, there was no significant relationship between BMI with the time spent and the type of computer games. CONCLUSION: Playing computer games for a short time under parental supervision can have positive effects on quality of life in adolescents. However, spending long hours for playing computer games may have negative long-term effects.

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