Video Games Usage and its Relation with Cognitive Functions among Adolescents

Faculty Nursing Year: 2022
Type of Publication: ZU Hosted Pages: 22
Authors:
Journal: NeuroQuantology NeuroQuantology Volume: 6
Keywords : Video Games Usage , , Relation with Cognitive    
Abstract:
Background: In today’s world, the extensive use of video games is becoming a trend for which it became essential now to study its impact on humans. The aim: of the current study was to assess video games usage and its relation with violent behavior and cognitive functions among adolescents. Research design: Descriptive correlational design was used to conduct the present study. Setting: The present study was conducted at two faculties (facility of nursing and faculty of arts) at Zagazig University. Sample: A convenience sampling of 384 studied adolescents from first academic year enrolled in 2021–2022. Tools: Socio-demographic data sheet, Playing electronic games scale, Violence Questionnaire scale (VQ), and Mindfulness Attention Awareness Scale (MAAS). Results: of the current study revealed that nearly two-fifths of the studied adolescents had medium video games usage, close to three-quarters had medium violent behavior and more than two-thirds had medium cognitive functions. There was a positive significant correlation between video games usage and violent behavior and a negative significant correlation between video games usage and cognitive functions. Female and arts adolescents had medium and high levels of video game usage and violent behavior compared to nursing students and male adolescents. Female and nursing adolescents had high levels of cognitive functions compared to arts students and male adolescents. Conclusions: the present study concluded that video games usage had a statistically significant positive correlation with violent behavior and a statistically significant negative correlation with cognitive functions. Levels of video game usage were high among female and arts adolescents. Recommendation: Informing educational program for Zagazig University students to decreases the violent behavior as a result of video games usage. Demonstrating future studies to assess the prevalence of video games usage among adolescents in Egyptian Universities. Keywords: Video games Usage, Violent Behavior, Cognitive Functions, Adolescents
   
     
 
       

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