Adolescents' Addiction To Electronic Games And Its Relationship To Managing Leisure Time And Psychological Security

Document Type : Original research articles

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Abstract

The current study aims at studying adolescents' addiction to electronic games and its relationship to managing leisure time and psychological security. To conduct the study, the tools were designed as follows: 1) the addiction to electronic games scale 2) the leisure time management scale in its three aspects (Planning Leisure Time,  implementation of the leisure time plan, and evaluation leisure time); 3) the psychological security scale in its three dimensions (feeling of belonging to a community, feeling psychologically stable, and feeling of being accepted and loved). These tools were applied to a main sample consists of (336) early adolescents, males and females, all enrolled in middle schools, and randomly selected from various socio-economic classes deliberately. All subjects had to be adolescents, involved in playing electronic games, with alive parents and living in either Minia and Assiut Governorates. The study adopted the descriptive, analytical approach. 
The results showed that 75.6% of the sample play electronic games daily and that 24.4% do so on a weekly basis. There are also statistically significant differences at a threshold of 0.01 among the sampled adolescents regarding being addicted to electronic games according to the variables investigated. These differences are in favour of males, being young, parents' higher levels of education, and the family's high monthly income. As leisure time management its aspects (planning, implementation, and evaluation), the results also showed statistically significant differences at a threshold of 0.01 in favor of females, being older, parents' high levels of education, and the family's high monthly income. As for psychological stability in its dimensions (feeling of belonging to a community, feeling psychologically stable and feeling of being accepted and loved), the results showed statistically significant differences at a threshold of 0.01 in favor of females. The differences were statistically significant in favor of older subjects regarding their feeling of belonging to a community, feeling psychologically stable and psychological stability as a whole, while differences were statistically significant in favor of younger subjects regarding their feeling of being accepted and loved. The differences were also statistically significant in favor of parents' high educational levels in all dimensions of psychological security as well as the family's high monthly income. Further, the results showed a statistically significant inverse correlation at a threshold of (0.05, 0.01) between addiction to electronic games and leisure time management in its dimensions. Finally, the results showed a statistically significant inverse correlation at a threshold of (0.05, 0.01) between addiction to electronic games and psychological security in its dimensions.
*The researcher recommends that parents and educators should be made aware of the danger of having children spend long periods of time playing electronic games on psychological security and the need to impose time limits for adolescents to play these games and diversify leisure activities between electronic games, family activities, exercise, trips and other activities. Which benefits the adolescent physically, psychologically, socially and mentally.

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