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Macau Periodical Index (澳門期刊論文索引)
- Author
- Choi, Tak Long; Wang, Sheng Yong; Chi, Gui Bo; Chang, Tam Fei; Lam, U Lin; Chong, Ga Weng
- Title
- Investigation of electronic/computer games addiction in teenagers of Macau and Guangzhou
- Journal Name
- 澳門醫學雜誌
- Pub. Info
- 2005年12月26日, Vol.5, No.4, pp. 238-240
- Keyword
- Electronic/computer games;Addiction
- Abstract
- Objective: The media reported that more and more teenagers were addicted to electronic/computer games. Some people called it "cyberspace heroin". By investigating the teenagers in Macau and Guangzhou, we tried to understand their rate of addiction in electronic/computer games and to see the impact in their physical health, mentality, living status and studies. After analyzing these information, we tried to propose measures in the prevention of addiction to electronic/computer games. Method: During November 1999 to January 2000, one university and four secondary schools in Macau, one university and two secondary schools in Guangzhou were selected by cluster sampling. A total of 1600 questionnaires were given out and 1321 (86.6%) questionnaires were valid. The data were analyzed by SPSS 8.0 software. Results: In the valid investigation of 1321 persons, 77 (6.5%) persons were addicted to electronic/computer games. The difference in the addiction rate between Macau and Guangzhou was significant (8.7% and 3.9% respectively, X2=11.5, P<0.001). In addicted persons, the most common manifestations in physical health, mentality and living are respectively diminished eyesight (51.9%), emotion upsurge (51.9%) and losing track of time (79.2%). Conclusion: Almost 90% of teenagers had the experience of playing electronic/computer games. 6.5% of teenagers were addicted to it and their health, mentality, living and studies were affected. Preventive measures should be proposed to control this situation. Paragraph Headings: 1. Introduction 2. Definition 3. Methods 3.1. Study design and sample 3.2. Content of investigation 3.3. Data analysis 4. Results 4.1. Addiction rate 4.2. The effect of electronic/computer games addiction to students 4.3. The attitude to playing electronic/computer games 5. Discussion Tables: 1. The effect to physical health 2. The effect to psychological status 3. The effect to living status