Predicting self-efficacy, creativity and social skills based on the components of online games addiction

Document Type : Research Article

Authors

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

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

3 University Lecturer, Psychology Department, Rahman Institute of Higher Education

10.22034/jmp.2022.322677.1022

Abstract

The aim of this study was to investigate the relationship between online game addiction and self-efficacy, creativity and social skills. The statistical population included all female high school students in Rudsar who were studying in 2020-2021. From this community, 150 people were selected by convenience sampling method. Data collection tools included the Online Game Addiction Questionnaire, Self-Efficacy Questionnaire, the Creativity Questionnaire, and the Social Skills Questionnaire. In this study, Pearson correlation coefficient and multiple regression and SPSS-22 software were used for data analysis. The results of the analysis showed that the components of online game addiction (academic and occupational performance problems and social and mood problems) were able to achieve 48.8% of the variance of self-efficacy, 43.3% of the variance of creativity and 27.4% of the variance of skills Predict students' social (p˂0.05). Therefore, the results of this study show the importance of paying attention to online game addiction in students and its prevention can be associated with positive psychological variables.

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Articles in Press, Accepted Manuscript
Available Online from 21 May 2022
  • Receive Date: 02 January 2022
  • Revise Date: 17 May 2022
  • Accept Date: 21 May 2022
  • First Publish Date: 21 May 2022