Search engine for discovering works of Art, research articles, and books related to Art and Culture
ShareThis
Javascript must be enabled to continue!

Video Game Increases Depression in Students

View through CrossRef
Abstract Introduction The effects of exposure to violence in newspaper and electronic media to children and adolescents were being an awareness various parties, namely, researchers, health practitioners and policy makers. Depression is a mental problem that is always found due to exposure to video games. Method This study was an observational study with a cross-sectional research design. The subjects of the study were teenagers aged 15-18 years, students of Vocational School  Yogyakarta, Indonesia. Data analysis was performed with IBM SPSS 16. Data analysis to assess the relationship between length and video game content with depression levels (Children’s Depression Inventory -2) used Independent student T-test analysis and linear regression analysis. Results The study subjects consisted of 4.3% men and 95.7% women. There were no significant differences between subjects with male and female sex related to CDI-2 score, p> 0.05. The sexes of men and women have CDI-2 scores of 26.92 ± 5.02 and 26, 42 ± 3.32, respectively. There is a significant relationship between the intensity of playing video games with a CDI-2 score. Research subjects who had the intensity of playing video games for more than 2 hours a day had a higher mean CDI-2 score (28.62 ± 2.62, p <0.05) when compared to research subjects who played video games for less than 2 hours per day (26.13 ± 3.38, p <0.05). There was a significant relationship between video game content and the average CDI-2 score. Research subjects who played violent video games had higher CDI-2 scores (29.91 ± 2.07, p <0.05) when compared to groups who played video games with non-violent game themes (26, 29 ± 3.37 , p <0.05). Based on linear regression analysis, there is a relationship between the intensity of playing video games with the average CDI-2 score (β = 1.87, SE = 0.72, p = 0.01). Meanwhile, for video game content there is no relationship between video game content containing violence and the average CDI-2 score (β = 1.91, SE = 1.21, p = 0.11).   Conclusion There is a relationship between the intensity of playing video games with the average CDI-2 score.
Title: Video Game Increases Depression in Students
Description:
Abstract Introduction The effects of exposure to violence in newspaper and electronic media to children and adolescents were being an awareness various parties, namely, researchers, health practitioners and policy makers.
Depression is a mental problem that is always found due to exposure to video games.
Method This study was an observational study with a cross-sectional research design.
The subjects of the study were teenagers aged 15-18 years, students of Vocational School  Yogyakarta, Indonesia.
Data analysis was performed with IBM SPSS 16.
Data analysis to assess the relationship between length and video game content with depression levels (Children’s Depression Inventory -2) used Independent student T-test analysis and linear regression analysis.
Results The study subjects consisted of 4.
3% men and 95.
7% women.
There were no significant differences between subjects with male and female sex related to CDI-2 score, p> 0.
05.
The sexes of men and women have CDI-2 scores of 26.
92 ± 5.
02 and 26, 42 ± 3.
32, respectively.
There is a significant relationship between the intensity of playing video games with a CDI-2 score.
Research subjects who had the intensity of playing video games for more than 2 hours a day had a higher mean CDI-2 score (28.
62 ± 2.
62, p <0.
05) when compared to research subjects who played video games for less than 2 hours per day (26.
13 ± 3.
38, p <0.
05).
There was a significant relationship between video game content and the average CDI-2 score.
Research subjects who played violent video games had higher CDI-2 scores (29.
91 ± 2.
07, p <0.
05) when compared to groups who played video games with non-violent game themes (26, 29 ± 3.
37 , p <0.
05).
Based on linear regression analysis, there is a relationship between the intensity of playing video games with the average CDI-2 score (β = 1.
87, SE = 0.
72, p = 0.
01).
Meanwhile, for video game content there is no relationship between video game content containing violence and the average CDI-2 score (β = 1.
91, SE = 1.
21, p = 0.
11).
  Conclusion There is a relationship between the intensity of playing video games with the average CDI-2 score.

Related Results

Schule und Spiel – mehr als reine Wissensvermittlung
Schule und Spiel – mehr als reine Wissensvermittlung
Die öffentliche Schule Quest to learn in New York City ist eine Modell-Schule, die in ihren Lehrmethoden auf spielbasiertes Lernen, Game Design und den Game Design Prozess setzt. I...
Stress-related mental disorders : an exploration astrocytic biomarkers, comorbidities, and cognition
Stress-related mental disorders : an exploration astrocytic biomarkers, comorbidities, and cognition
<p dir="ltr">Background</p><p dir="ltr">Prolonged exposure to stressors without sufficient recovery can lead to physical and mental symptoms. In Sweden, individua...
Stress-related mental disorders : an exploration astrocytic biomarkers, comorbidities, and cognition
Stress-related mental disorders : an exploration astrocytic biomarkers, comorbidities, and cognition
<p dir="ltr">Background</p><p dir="ltr">Prolonged exposure to stressors without sufficient recovery can lead to physical and mental symptoms. In Sweden, individua...
Game Theory in Business Ethics: Bad Ideology or Bad Press?
Game Theory in Business Ethics: Bad Ideology or Bad Press?
Solomon’s article and Binmore’s response exemplify a standard exchange between the game theorist and those critical of applying game theory to ethics. The critic of game theory lis...
Internet and Video Game Addiction
Internet and Video Game Addiction
Internet and video games have become a major aspect of modern culture and daily life. According to Internet World Stats, more than 3.7 billion people worldwide accessed the Interne...
Teaching and Engaging International Students
Teaching and Engaging International Students
International student mobility has been increasingly subject to turbulences in politics, culture, economics, natural disasters, and public health. The new deca...
Ang paglalaro ng politika, ang politika ng paglalaro: Ang kulturang politikal sa sistema’t disenyo ng video game na Political Animals
Ang paglalaro ng politika, ang politika ng paglalaro: Ang kulturang politikal sa sistema’t disenyo ng video game na Political Animals
Sinusuri ng artikulong ito ang Political Animals, isang turn-based election strategy game na nilikha ng isang Filipinong video game developer na Squeaky Wheel at inilathala noong 2...
THE IMPLEMENTATION OF 'TYPOMAN GAME' TO TEACH VOCABULARY (Descriptive Qualitative Research)
THE IMPLEMENTATION OF 'TYPOMAN GAME' TO TEACH VOCABULARY (Descriptive Qualitative Research)
<p>Mastery of English vocabulary is crucial for high school students' communication skills and academic success. However, some students in Indonesia face challenges in master...

Back to Top