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The Relationships between Electric-Game Use and Health Status of Junior High School Students
Edwin Han-Wen Yen
junior high school students
The purpose of this study is to understand the relationships among electric-game users’ backgrounds, using experiences, electric-game addiction and the health status of junior high school students in the metropolitan area of Taipei. The data was collected by paper-and-pencil questionnaires from 487 second-grade students of 11 public junior high schools in Taipei. This study was divided into two stages. First, the study explored the background, electric-game using experience, electric-game addiction and health status of game-users. Based on test results of “Electric-Game Addiction Scale”, the top 10﹪scores were classified in this study to the high-risk group of electric-game addiction. Second, it tested the related factors of electric-game using experience and addiction by Chi-square test, t-test, one-way MNOVA, Person’s product-moment correlation and multiple regression analysis. Then, the correlations of electric-game addiction and health status were examined by canonical correlation analysis. The main findings of the study are as follows: 1.It was almost 90﹪of junior high school students reported that they played electric-games in this study. Online games are the NO.1 choices during last year of the game users. Users started playing online games while they have entered junior high school, and started their computer or video games from 3 to 5 grade at primary school. For most players, the frequency of playing is twice a week, and 2 to 3 hours each time. The average time of playing electric-games per week was approximate 10.5 hours. “For fun” was the most important excuse for playing games. 2.The motivation of “Communication” and “Escape/Identification”, status of flow, total hours of playing online games per week, academic achievements at school and gender were the significant predictors to the addiction of electric-game. Gender is also a very important predictor of game using experience. The academic achievement in school, the allowance and the leisure time length were associated with the use of online games. The game-related equipments at home are correlated to the average time and the place of playing games. 3.There were statistically significant relationships between electric-game addiction to health, self-esteem and interpersonal relations. In other words, the stronger was the level of electric-game addiction, the worse were the health, self-esteem and interpersonal relations. Moreover, interpersonal relation was related to the level of electric-game addition most. Based on these findings, I make suggestions for parents, school and government and proposed future research directions.
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