Impact of using electronic games on psychological domain of adolescents quality of life in Kirkuk secondary schools
Abstract
Objectives: to identify the impact of using electronic games on psychological domain of adolescents quality of life and find out relationship between socio demographic variables and psychological domain Methods: A descriptive study conducted among 300 adolescents using electronic games and the data collected by using questionnaire contain the sociodemographic characteristics and 9 items related to psychological domains. Results: most of adolescents whom using electronic games were males and at age between (15-16) years and most of them from moderate level of socioeconomic status. They had poor level of psychological status when evaluated, the mean was (1.82). Conclusion: increase using of video games had negative effect on quality of life (psychological domain). Recommendation: its important to follow up of adolescents quality of life and encourage them to using physical activity and social relationship and decrease using the video games Key words: Impact, Using electronic games, Psychological domain, Adolescents, Quality of life
References
- Academic Nurse, Ministry of Health
- Eqbal Ghanim Ali
- Impact of using electronic games on psychological domain of adolescents quality of life in Kirkuk secondary schools
- Huda Faeeq
- Professor and Academic Supervisor, College of Nursing, University of Baghdad, Email: [emailprotected]