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Evaluation of the effects of digital play addiction on eating attitudes
OBJECTIVE: To evaluate the impact of digital game addiction on the eating habits of adolescents aged between 9 and 15. METHODS: This cross-sectional study was conducted as a survey of 972 middle school students. All data was evaluated with SPSS 22 software, and p<0.05 was accepted as statisticall...
Autores principales: | , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Professional Medical Publications
2018
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5954402/ https://www.ncbi.nlm.nih.gov/pubmed/29805431 http://dx.doi.org/10.12669/pjms.342.14537 |
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author | Tetik, Burcu Kayhan Kayhan, Duygu Sertkaya, Serap Sandikci, Kamuran Bahar |
author_facet | Tetik, Burcu Kayhan Kayhan, Duygu Sertkaya, Serap Sandikci, Kamuran Bahar |
author_sort | Tetik, Burcu Kayhan |
collection | PubMed |
description | OBJECTIVE: To evaluate the impact of digital game addiction on the eating habits of adolescents aged between 9 and 15. METHODS: This cross-sectional study was conducted as a survey of 972 middle school students. All data was evaluated with SPSS 22 software, and p<0.05 was accepted as statistically significant. RESULTS: The mean age of the students was 12.0±1.29. It was found that male students spent more time playing digital games than the females and the more they played, the higher the risk level of their Eating Habit Index became, and the difference for both groups was statistically significant (p<0.001). It was also determined that students from the houses with easy access to internet tend to play digital games for longer periods of time (p<0.001). CONCLUSION: As a result, children at adolescence age need to be taught which games, how long and when to play and be able to limit them instead of getting banned from playing. We are of the opinion that subjects of digital game addiction and appropriate and efficient use of computers need to be included in the curriculum within the scope of Media Literacy and Information Technologies and Software lessons in order to raise the children’s awareness. |
format | Online Article Text |
id | pubmed-5954402 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2018 |
publisher | Professional Medical Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-59544022018-05-25 Evaluation of the effects of digital play addiction on eating attitudes Tetik, Burcu Kayhan Kayhan, Duygu Sertkaya, Serap Sandikci, Kamuran Bahar Pak J Med Sci Original Article OBJECTIVE: To evaluate the impact of digital game addiction on the eating habits of adolescents aged between 9 and 15. METHODS: This cross-sectional study was conducted as a survey of 972 middle school students. All data was evaluated with SPSS 22 software, and p<0.05 was accepted as statistically significant. RESULTS: The mean age of the students was 12.0±1.29. It was found that male students spent more time playing digital games than the females and the more they played, the higher the risk level of their Eating Habit Index became, and the difference for both groups was statistically significant (p<0.001). It was also determined that students from the houses with easy access to internet tend to play digital games for longer periods of time (p<0.001). CONCLUSION: As a result, children at adolescence age need to be taught which games, how long and when to play and be able to limit them instead of getting banned from playing. We are of the opinion that subjects of digital game addiction and appropriate and efficient use of computers need to be included in the curriculum within the scope of Media Literacy and Information Technologies and Software lessons in order to raise the children’s awareness. Professional Medical Publications 2018 /pmc/articles/PMC5954402/ /pubmed/29805431 http://dx.doi.org/10.12669/pjms.342.14537 Text en Copyright: © Pakistan Journal of Medical Sciences http://creativecommons.org/licenses/by/3.0 This is an Open Access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/3.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. |
spellingShingle | Original Article Tetik, Burcu Kayhan Kayhan, Duygu Sertkaya, Serap Sandikci, Kamuran Bahar Evaluation of the effects of digital play addiction on eating attitudes |
title | Evaluation of the effects of digital play addiction on eating attitudes |
title_full | Evaluation of the effects of digital play addiction on eating attitudes |
title_fullStr | Evaluation of the effects of digital play addiction on eating attitudes |
title_full_unstemmed | Evaluation of the effects of digital play addiction on eating attitudes |
title_short | Evaluation of the effects of digital play addiction on eating attitudes |
title_sort | evaluation of the effects of digital play addiction on eating attitudes |
topic | Original Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5954402/ https://www.ncbi.nlm.nih.gov/pubmed/29805431 http://dx.doi.org/10.12669/pjms.342.14537 |
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