The Effectiveness of Family Education on Digital Game Addiction

Document Type : Research Article

Authors

1 M. A. in General Psychology, Rahman Institute of Higher Education

2 Assistant Professor, Psychology Department. Rahman Institute of Higher Education

10.22034/jmp.2022.333463.1029

Abstract

Harmful use of digital technologies is increasing among different age groups in society, especially children. Therefore, it is important to pay attention to this issue and educate families to empower them to deal with this issue properly. This study was conducted to investigate the effect of family education on digital game addiction. The method of the present study was quasi-experimental with pre-test-post-test design and witness group. The statistical population of this study included male students of the fourth and fifth grades of Farid School in Ramsar city in the academic year of 2019-2020. Those had a cut point above 90 in Videogame Addiction Scale for Children (VASC) were selected and randomly assigned to experimental (n = 20) and witness (n = 20) groups. First, in the pre-test stage, the Videogame Addiction Scale for Children (Yilmatz, Griffiths, & Ken, 2017) was performed on both groups. The experimental group then takes a family education course. At the end of the training period, post-test was performed again in both groups and the data were analyzed using analysis of covariance and SPSS software version 24. The results showed that the mean of digital game addiction and its components in the experimental group decreased significantly compared to the control group (p <0.05). According to the findings, it can be concluded that family education is effective in reducing addiction to digital games. Therefore, designing and implementing training courses for families can be helpful in reducing their children's harmful use of such new electronic technologies.

Keywords

Main Subjects


Addo, P. C., Fang, J., Kulbo, N. B., Gumah, B., Dagadu, J. C., & Li, L. (2021). Violent video games and aggression among young adults: the moderating effects of adverse environmental factors. Cyberpsychology, Behavior, and Social Networking, 24(1), 17-23.
American Psychiatric Association. (2013) The Diagnostic and Statistical Manual of Mental Disorders: DSM 5. Bookpoint US. Australian Association for Infant Mental Health. (2009). Time Out. AAIMHI Newsletter. https://www.amberton.edu/media/Syllabi/Spring%202022/Graduate/CSL6798_E1.pdf
Ashwini, K., Ponuma, R., & Amutha, R. (2021). Fine motor skills and cognitive development using virtual reality-based games in children. In Handbook of Decision Support Systems for Neurological Disorders (pp. 187-201). Academic Press. https://doi.org/10.1016/B978-0-12-822271-3.00006-2
Balstrov, L. A . (2006). Mediating The Metacognitive Educational Leader Ship, Pp.57-62.
Broun. N (2005) Emotional Skillfulness In Marriage: Intimacy As A Mediator Of The Relationship Between Emotional Skillfulness And Marital Satisfaction.Journal Of Social And Clinical Psychology 24(2):218_238. https://doi.org/10.1521/jscp.24.2.218.62270
Cai, X., Cebollada, J., & Cortiñas, M. (2022). From traditional gaming to mobile gaming: Video game players' switching behaviour. Entertainment Computing, 40, 100445. https://doi.org/10.1016/j.entcom.2021.100445
Chan, G., Huo, Y., Kelly, S., Leung, J., Tisdale, C., & Gullo, M. (2022). The impact of eSports and online video gaming on lifestyle behaviours in youth: A systematic review. Computers in Human Behavior, 126, 106974. https://doi.org/10.1016/j.chb.2021.106974
Fank, J & Buchman, D.(2013).Video Games And Aggression In Children. J , A.P.P.L.E , Soc Psychol.
González-Bueso, Santamaría, Fernández, Merino, Montero. M. (2018) Psychometric validation of two procrastination inventories for adults: Arousal and avoidance measures. Journal of Psychopathology and Behavioral Assessment, 14 (2), 97-110. https://doi.org/10.1007/BF00965170
Ghaffari, M., & Ahadi, H. (2007). A consideration of emotional self-awareness and impulse control effect on decreas of social withdrawal and compulsion use of internet. J of Psychology Studies, 3(2), 91-107. https://doi.org/10.22051/psy.2007.1697 
Griffiths, M. D. (2015). Adolescent gambling and gambling-type games on social networking sites: Issues, concerns, and recommendations. Aloma: revista de psicologia, ciències de l'educació i de l'esport Blanquerna, 33(2), 31-37. https://raco.cat/index.php/Aloma/article/view/301480
 Hang, Zhang, Wang &Tao (2007) The Natur Of Internet Addiction: Psychological Factors In Complasive Internet Use.Paper Presention At 1999 American Psychological Association Convention.
Janakiraman, S., Watson, S. L., Watson, W. R., & Newby, T. (2021). Effectiveness of digital games in producing environmentally friendly attitudes and behaviors: A mixed methods study. Computers & Education, 160, 104043. https://doi.org/10.1016/j.compedu.2020.104043 
Kabali, H. K., Irigoyen, M. M., Nunez-Davis, R., Budacki, J. G., Mohanty, S. H., Leister, K. P., & Bonner, R. L. (2015). Exposure and use of mobile media devices by young children. Pediatrics, 136(6), 1044-1050. https://doi.org/10.1542/peds.2015-2151 
Kerat. N (1998) A study on thinking strategy between experts and novices of computer games. Computers in Human Behavior, 19 (2), 245-258. https://doi.org/10.1016/S0747-5632(02)00013-4
Lee. N  & woo.t  (2007) Meditinal Study Of Computer Attitude,Expreinece & Traning Interests Among People With Severf Mental Illness. Journall Of Computer Is Human Behavior,19,511-521.
Lemos, I. L., Abreu, C. N. D., & Sougey, E. B. (2014). Internet and video game addictions: a cognitive behavioral approach. Archives of Clinical Psychiatry (São Paulo), 41, 82-88. https://www.scielo.br/j/rpc/a/RRmBK6b86SgdGJjZKFwZrSw/?format=html&stop=next&lang=en
 Lekass. t(2017) Does Hardiness Contribute To Mental Health During A Stress Full Real Life Situation? The Role of Appraisal And Coping. Journal Of Personality And Social Psychology, 68, (4), 687- 695. https://doi.org/10.1037/0022-3514.68.4.687
Miera. J (2004). Problematic Computer Game Use As Expression Of Internet Addiction And Its Association With Self-Rated Health In The Lithuanian Adolescent Population. Medicina (Kaunas), 52(3):199-204. DOI: 10.1016/j.medici.2016.04.002
Miltenberger, R. G. (2015). Behavior modification: Principles and procedures. Cengage Learning.
Monsey. N (2014) Investigation of fators influecig boumot level i the professional urses. IIJ. Urse 2014, Nov-4 (8), PP 804 – 827.
Namdari Pezhman, M., Amani, A., Ghanbari, S., & Kareshki, H. (2012). Structural analysis of relationship of internet addiction with depression, social adjustment and self-esteem. Avicenna Journal of Clinical Medicine, 19(3), 41-48. http://sjh.umsha.ac.ir/article-1-175-en.html
Nasiri, Ali (2019) The relationship between self-efficacy and anxiety and loneliness in high school students addicted to high school girls and boys in the fields of science, mathematics and humanities in Isfahan. Journal of Psychology and Educational Sciences. Thirty-fourth year, 2: pp. 123_97.
Nielsen, P., Christensen, M., Henderson, C., Liddle, H. A., Croquette-Krokar, M., Favez, N., & Rigter, H. (2021). Multidimensional family therapy reduces problematic gaming in adolescents: A randomised controlled trial. Journal of behavioral addictions, 10(2), 234-243. https://doi.org/10.1556/2006.2021.00022    
Qasemi, V., & Malek Ahmadi, H. (2010). Examining internet addiction among users in the cofee nets of Shahin Shahr. Communication Research, 17(64), 51-77. https://dx.doi.org/10.22082/cr.2010.23800
Rideout, V. J., Foehr, U. G., & Roberts, D. F. (2010). Generation M 2: Media in the Lives of 8-to 18-Year-Olds. Henry J. Kaiser Family Foundation. https://eric.ed.gov/?id=ED527859
Santos, I. K. D., Medeiros, R. C. D. S. C. D., Medeiros, J. A. D., Almeida-Neto, P. F. D., Sena, D. C. S. D., Cobucci, R. N., ... & Dantas, P. M. S. (2021). Active video games for improving mental health and physical fitness—An alternative for children and adolescents during social isolation: An Overview. International journal of environmental research and public health, 18(4), 1641. https://doi.org/10.3390/ijerph18041641
 Seyedi Asl, S. T., Khayatan, T & Ahmadi, S. M. (2013). Prevalence of Internet addiction and type of Internet use among students of medical universities (2012). Kermanshah Journal of Medical Sciences, 3, 64. https://www.magiran.com/paper/1136058
Schneider.m (2017) Meditinal Study Of Computer Attitude, Expreinece & Traning Interests Among People With Severf Mental Illness.Journall Of Computer Is Human Behavior,19,511-521.
Torres-Rodríguez, Griffiths & Carbonell. M (2018) The effects of video games on children: The myth unmasked. London: Sheffield Academic press.
Varghese, M., Kirpekar, V., & Loganathan, S. (2020). Family interventions: Basic principles and techniques. Indian Journal of Psychiatry, 62(Suppl 2), S192. 10.4103/psychiatry.IndianJPsychiatry_770_19 
Wasilla. M  & Esill . n (2017) Affective, cognitive, and behavioral differences between high and low procrastinators. Journal of Counseling. https://doi.org/10.1037/0022-0167.33.4.387
Yılmaz, E., Griffiths, M. D., & Kan, A. (2017). Development and validation of videogame addiction scale for children (VASC). International Journal of Mental Health and Addiction, 15(4), 869-882. https://doi.org/10.1007/s11469-017-9766-7
 Young. n (2010) Problems with the concept of video game Addiction: Some case study examples.International Journal of Mental Health & Addiction,6.45-76. https://doi.org/10.1007/s11469-007-9118-0
Zamani, B. E., & Abedini, Y. (2013). Structural model of effect of parenting styles and computer games addiction on academic achievement in male students. New Educational Approaches, 8(2), 133-156. https://nea.ui.ac.ir/article_19107_0.html?lang=en  
  • Receive Date: 01 February 2022
  • Revise Date: 07 March 2022
  • Accept Date: 15 March 2022
  • First Publish Date: 01 April 2022