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Association of video gaming with some risky behaviors of secondary school adolescents in Abha, Southwestern Saudi Arabia

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Last updated: 24 Dec 2024

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Abstract

AIM: The aim of this study was to describe the patterns of video gaming among secondary school adolescents and to investigate their association with some risky behaviors.
MATERIALS AND METHOS: A cross-sectional study was carried out on 336 students randomly selected from secondary schools in Abha City, Saudi Arabia, during the academic year 2015–2016. A predesigned self-report questionnaire was used to assess students' sociodemographic data, pattern, motivators and drawbacks of video gaming, previous academic year grades, history of violent acts, road traffic accidents (RTA), and violation of traffic rules. Weight and height were measured for every participant and BMI was calculated.
RESULTS: About 80% of students played video games and 76% owned a video game machine. The median onset of video gaming was 10 years. The most important motivator for video gaming was ‘give a chance for fun and excitement' (93.7%), followed by ‘give a chance to get rid of the boredom and leisure' (92.3%). The most frequently reported social drawbacks were interfering with sleep time (69%), physical activity (64%), and meal time (59%). BMI was not significantly associated with the pattern of video game playing (P>0.05). Academic performance was significantly lower among students who used to game in cybercafes (P=0.001). Prevalence of tobacco smoking and some risky behaviors such as traffic rule violations, significant RTA, and violence were significantly more encountered among those preferring race and drift games (P<0.05) and used to game in cybercafes (P<0.05).
CONCLUSION: Video gaming among secondary school students in Abha, Saudi Arabia, is relatively high. Some risky behaviors such as smoking, violence, significant RTA, and violation of traffic rules were significantly associated with race and drift playing and gaming in cybercafes. School-based educational programs for both adolescents and their parents should be provided to gain skills about effective time management, avoid over-gaming, risky games and gaming in cybercafes. Legal restriction on importing and selling risky video games should be considered by the government.

DOI

10.21608/EPX.2018.6646

Keywords

Adolescents, Body Mass Index, Road traffic crashes, social behavior, video gaming, violence

Authors

First Name

Nabil

Last Name

Awadalla

MiddleName

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Affiliation

Department of Community Medicine, Faculty of Medicine, Mansoura University, Daqahlia, Egypt.& Department of Family and Community Medicine ,

Email

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City

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Orcid

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First Name

Muath

Last Name

Hadram

MiddleName

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Affiliation

Medical Intern, College of Medicine, King Khalid University, Abha, Saudi Arabia

Email

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City

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Orcid

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First Name

Ali

Last Name

Alshahrani

MiddleName

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Affiliation

Medical Intern, College of Medicine, King Khalid University, Abha, Saudi Arabia

Email

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City

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Orcid

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First Name

Yahya

Last Name

Hadram

MiddleName

-

Affiliation

Medical Intern, College of Medicine, King Khalid University, Abha, Saudi Arabia

Email

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City

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Orcid

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Volume

92

Article Issue

1

Related Issue

1299

Issue Date

2017-03-01

Receive Date

2016-08-17

Publish Date

2017-03-01

Page Start

18

Page End

28

Print ISSN

0013-2446

Online ISSN

2090-262X

Link

https://epx.journals.ekb.eg/article_7006.html

Detail API

https://epx.journals.ekb.eg/service?article_code=7006

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Original Article

Type Code

566

Publication Type

Journal

Publication Title

Journal of Egyptian Public Health Association

Publication Link

https://epx.journals.ekb.eg/

MainTitle

Association of video gaming with some risky behaviors of secondary school adolescents in Abha, Southwestern Saudi Arabia

Details

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Article

Created At

22 Jan 2023