جامعه شناسی کاربردی (Oct 2016)

Impact of Computer Game on Incidence of Behavioral Disorders among Male Elementary School Students

  • Ebrahim Masoudnia,
  • Elaheh Pourrahimian

DOI
https://doi.org/10.22108/jas.2016.20501
Journal volume & issue
Vol. 27, no. 3
pp. 117 – 134

Abstract

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Introduction Behavioral disorders, are the most common and debilitating diseases that affect a variety of functions, especially on children's school performance, and create many problems for teachers, parents and children, and have negative effects on their learning, communication, and social performance. These disorders can be observed in the early years of primary school and between the ages of 8 and 15 years to reach their peak. Previous studies on the behavioral problems in Iran, reported the prevalence of these disorders is very high among elementary school students and about 10 to 31%. This study examines four types of behavioral disorders such as, conduct disorder, delinquent tendencies, restlessness, and distraction. Etiology of behavioral disorder is very complex. One of the risk factors in incidence and prevalence of behavioral disorders, which has attracted much attention in recent years, is the use of computer games. However, few studies have been done on the social and psychological effects of video games on Iran, little research has been conducted on the effects of video games on the incidence of behavioral disorders in children. This study aimed to determine the relationship between computer games and behavioral disorders such as conduct disorder, delinquent tendencies, restlessness, and distraction. Materials and Methods This study was a cross-sectional case-control study. Data were collected from 314 primary school students in the academic year 2013 and 2014 in Yazd city. These students were selected using multi-stage cluster sampling method. Measuring tools were: questionnaire of doing computer games, and behavioral disorder appraisal test. Data were analyzed by using of MANOVA method. Discussion of Results and Conclusions Three hundred and fourteen students from third grade to sixth grade studied. Students were distributed: 27.1% in the third grade, 28.4% in fourth grade, 23.2%t in fifth grade and 21.2% in the sixth grade of primary school. Most students (95.2%) have computer at home. There was significant difference between students interested in computer games sports for delinquent tendencies. The prevalence of delinquent tendencies were more common among students who play sports. Also, the prevalence of conduct disorder was higher among students who play adventure computer games, cars and motorcycles. Our results showed that the prevalence of restless disorder was higher in students who were doing war computer games. Also, there was significant difference between students interested in computer games events, cars and motorcycles regarding to conduct disorder. Our results showed a significant difference between students with different levels of computer games regarding to many behavioral disorders. Behavioral problems among students was significantly associated with the duration of the computer game. There was significant difference between students with different levels of computer games, regarding to conduct disorder, restlessness disorder, and distraction disorder. About the mechanism of the effect of computer games on behavioral disorders, there are three basic hypotheses. Arousal hypothesis holds, monitor of electronic media, may be less attractive other activities, such as work or school. Depersonalized theory, believes that the use of computer games could be depersonalization process. During this process, the child is affected by the excitement of the game, trying to destroy his rival, forget itself, and does not pay attention to what others do not even hear them. This process can lead to impaired attention deficit, distraction, emotional and anxiety, and conduct disorders in children and adolescents. According to the theory of displacement, time spent on the computer and video games may simply replace the time that is spent on other activities, that are activities that control growth of abnormal behavior and behavior to provide impulse control. Due to the growing use of computer games, easy access to the games in our society can be one of the causes of behavioral disorders in children. Therefore, it is necessary, parents prevent children from engaging in too much computer games and make them aware of the negative consequences of excessive use of computer games.

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