The aim of the study was to investigate the effect of using computer games on behavioral aspects of third-grade male primary students in Kashmar City. The method was causative-comparative. Via a multiple-stage cluster sampling, a sample of 250 students was selected, amo
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The aim of the study was to investigate the effect of using computer games on behavioral aspects of third-grade male primary students in Kashmar City. The method was causative-comparative. Via a multiple-stage cluster sampling, a sample of 250 students was selected, among whom two groups of 30 people were sifted. One group consisted of the first 30 participants who had the most amount of using computer games and the second group, the control group, consisted of 30 participants with the least or no computer games. The Seattle personality questionnaire (SPQ), that measures the personality aspects of children at school age (at the age of starting to go to school) was used for data gathering. To analyze the data, independent t test was used. The results showed that the students who used computer games had more percentage of depression, psychopathy, physical disorder and loneliness at school. The results indicated a sharp difference between these groups, so that using computer games has significant influences on the increase of depression, psychopathy, physical disorder and loneliness.
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