Investigation of Digital Game Addiction in Elementary School 4<sup>th</sup> Grade Students According to Sleep and Some Other Variables
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Original Article
P: 83-90
June 2020

Investigation of Digital Game Addiction in Elementary School 4th Grade Students According to Sleep and Some Other Variables

J Turk Sleep Med 2020;7(2):83-90
1. Ankara Üniversitesi Hemşirelik Fakültesi, Hemşirelik Bölümü, Ankara, Türkiye
2. Aksaray Üniversitesi Sağlık Bilimleri Fakültesi, Hemşirelik Bölümü, Aksaray, Türkiye
No information available.
No information available
Received Date: 01.12.2019
Accepted Date: 16.01.2020
Publish Date: 22.06.2020
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ABSTRACT

Objective:

Digital game addiction negatively affects children’s health and development. Hence, to determine these effects, it is imperative to examine the variables, such as the child’s academic achievement, Body Mass index, sleep, and visual impairment. This study was conducted to investigate the digital game addiction in fourth-grade students based on various variables.

Materials and Methods:

This analytical, cross-sectional study was conducted in a primary school in Ankara. The study sample consisted of 230 primary school students. The participation rate was 77%. Data were collected using the Personal Information form and Digital Game Addiction scale for Children (DGASFC). Descriptive statistics, chi-square test, t-test, Mann-Whitney U test, One-Way analysis of variance, and Kruskal-Wallis test were used to evaluate the data. Authorization to conduct the research was obtained from the institution and the ethics committee.

Results:

The average height of the children participating in the study was 139.24±6.49 cm, and the average body weight was 36.43±8.69 kg. Overall, 17% of children had vision problems, 15.7% were overweight, and 13.9% were obese. According to DGASFC, 61.7% of children were in the low-risk group, 23.5% were in the risk group, and 3.5% in the digital game addiction group. Gender, mother’s education level, academic achievement, working status of the mother, duration of playing digital games, and possession of digital game tools like computer, tablet, mobile phone, and game console made a statistically significant difference on the average DGASFC total score. Children’s Body Mass index, visual impairment, father’s educational level, and father’s working status caused no statistically significant difference in the mean DGASFC total score.

Conclusion:

Unrestrained use of technological devices causes both academic failure and health risks. Therefore, digital game addiction should be prevented through early interventions.

Keywords: Academic achievement, digital game addiction, primary school, Body Mass index, visual impairment, sleep

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