Impact of using electronic games on psychological domain of adolescents quality of life in Kirkuk secondary schools

Section: Original Articles
Published
Jul 1, 2020
Pages
196-202

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

  1. Academic Nurse, Ministry of Health
  2. Eqbal Ghanim Ali
  3. Impact of using electronic games on psychological domain of adolescents quality of life in Kirkuk secondary schools
  4. Huda Faeeq
  5. Professor and Academic Supervisor, College of Nursing, University of Baghdad, Email: [emailprotected]

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