Computer Game Addiction: Risk and Protective Factors in Students in Dusit District, Bangkok
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Creator Varuna kolkijkovin MD1,Chaiyaporn Wisitpongaree MD1,Pisarn Techakasem MD,Chanvit Pornnoppadol MD, Busaba Supawattanabodee MSc (Biostatistics)
Title Computer Game Addiction: Risk and Protective Factors in Students in Dusit District, Bangkok
Publisher Text and Journal Publication
Publication Year 2558
Journal Title Vajira Medical Journal
Journal Vol. 59
Journal No. 3
Page no. 1-13
Keyword Game addiction, risk factors, protective factors, children and adolescents, Dusit District, Bangkok.
ISSN 0125-1252
Abstract Objective: To study prevalence, risk factors and protective factors of computer game addiction in students grade 4 to 12 in Dusit District, Bangkok. Methods: This is a cross sectional descriptive study in students grade 4 to 12 and their parents in 8 schools in Dusit District, Bangkok. General demographic data questionnaire and Game Addition Screening Test (GAST) for children and parents were used. Statistical analysis included descriptive analysis, chisquared test, ANOVA, Kruskal-Wallis test and multiple logistic regression. Results: 2,583 students participated in this study. They were divided into computer games-addicted (n=529) and non-addicted (n=2,054). Prevalence of games-addicted students found was 15.0%. Statistically significant risk factors included: played computer games in the last 3 months; frequency of gaming 2-3 days per week, 4-6 days per week, everyday; length of time spent playing; playing at shop in neighborhood; playing online games; playing game on- and off-line; presence of PC game/computer in child's bedroom; child's temperament (sensitive, oppositional), parental reaction when children played game (complaining, threatening to withdraw game). Protective factors are after-school activities apart from gaming and child temperament good mood. Conclusion: Prevalence of computer game addiction in students grade 4 12 in Dusit District, Bangkok is 15.0%. Teaching self-discipline in terms of self-control and self-regulation of time used in playing computer games, promotion of recreational activities and helping children develop good mood could solve and prevent computer game addiction.
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