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Association between computer game type, playing time and sense of coherence in Lithuanian adolescents
R. Ustinavičienė, L. Škėmienė, D. Lukšienė, R. Radišauskas, G. Kalinienė, P. Vasilavičius
Language English Country Czech Republic
Document type Journal Article
Digital library NLK
Source
NLK
Free Medical Journals
from 2004
ProQuest Central
from 2009-03-01 to 6 months ago
Medline Complete (EBSCOhost)
from 2006-03-01 to 6 months ago
Nursing & Allied Health Database (ProQuest)
from 2009-03-01 to 6 months ago
Health & Medicine (ProQuest)
from 2009-03-01 to 6 months ago
Public Health Database (ProQuest)
from 2009-03-01 to 6 months ago
ROAD: Directory of Open Access Scholarly Resources
from 1993
PubMed
30419624
DOI
10.21101/cejph.a4731
Knihovny.cz E-resources
- MeSH
- Time Factors MeSH
- Adolescent Behavior * MeSH
- Humans MeSH
- Adolescent MeSH
- Behavior, Addictive psychology MeSH
- Cross-Sectional Studies MeSH
- Surveys and Questionnaires MeSH
- Psychology, Adolescent * MeSH
- Video Games psychology statistics & numerical data MeSH
- Sense of Coherence * MeSH
- Check Tag
- Humans MeSH
- Adolescent MeSH
- Male MeSH
- Female MeSH
- Publication type
- Journal Article MeSH
- Geographicals
- Lithuania MeSH
OBJECTIVE: As an excessive gaming is the addiction of the 21th century, purpose of our study was to investigate how sense of coherence interacts with gaming time, choice of various games types, age and gender characteristics. Our task was to evaluate relationship between computer gaming and an adolescent's sense of coherence. METHODS: A cross-sectional study based on a self-reported questionnaire was performed among the representative samples of 1,806 adolescents aged 13-18 years. Adolescents reported the amount of time spent gaming computer games, types of games, as well as sense of coherence. The relations between the choice of computer games type, time spent gaming computer games and sense of coherence of respondents were assessed by odds ratio using multivariate regression analysis. RESULTS: 32.9% of boys and 81.1% of girls reported gaming computer games less than 5 hours per day during the last month (p < 0.001). 30.9% of boys and 4.1% of girls reported gaming computer games more than 10 hours per day during the last month (p < 0.001). Boys and girls aged 13-15 with a weak sense of coherence had significantly higher probability to play action or combat computer games for 5 or more hours per day in comparison to the respondents who had a strong sense of coherence. Also, this probability was 2 times higher among boys than among girls. CONCLUSION: Sense of coherence is a useful tool to identify adolescents who are at risk of excessive gaming. Game playing time is linked to the sense of coherence. Adolescent with a weak sense of coherence had a higher probability to play more times, especially in younger age.
References provided by Crossref.org
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- $a OBJECTIVE: As an excessive gaming is the addiction of the 21th century, purpose of our study was to investigate how sense of coherence interacts with gaming time, choice of various games types, age and gender characteristics. Our task was to evaluate relationship between computer gaming and an adolescent's sense of coherence. METHODS: A cross-sectional study based on a self-reported questionnaire was performed among the representative samples of 1,806 adolescents aged 13-18 years. Adolescents reported the amount of time spent gaming computer games, types of games, as well as sense of coherence. The relations between the choice of computer games type, time spent gaming computer games and sense of coherence of respondents were assessed by odds ratio using multivariate regression analysis. RESULTS: 32.9% of boys and 81.1% of girls reported gaming computer games less than 5 hours per day during the last month (p < 0.001). 30.9% of boys and 4.1% of girls reported gaming computer games more than 10 hours per day during the last month (p < 0.001). Boys and girls aged 13-15 with a weak sense of coherence had significantly higher probability to play action or combat computer games for 5 or more hours per day in comparison to the respondents who had a strong sense of coherence. Also, this probability was 2 times higher among boys than among girls. CONCLUSION: Sense of coherence is a useful tool to identify adolescents who are at risk of excessive gaming. Game playing time is linked to the sense of coherence. Adolescent with a weak sense of coherence had a higher probability to play more times, especially in younger age.
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