The relationship between smartphone and computer games and anger in adolescents

The relationship between smartphone and computer games and anger in adolescents

Objective: In this study, it was aimed to determine the relationship between the causes and duration of gaming and types of games and levels of anger among Turkish adolescents studying at high schools. Materials and Methods: The study was conducted using a cross-sectional descriptive design with adolescents enrolled in high schools in an Eastern Turkish province. A total of 819 adolescent students aged 13-18 were included in the study. Data were collected online through Google Forms, utilizing both the “Sociodemographic Form” and the “Adolescent Anger Rating Scale.” Results: The mean age of the adolescents was 15.52±1.29. Gender, academic performance, daily sleep duration, and daily walking distance were not found to be associated with anger levels. Additionally, there was no significant correlation between anger scores and the status of computer and smartphone usage. However, individuals who used smartphones for 3 hours or more for purposes such as gaming, entertainment, chatting, messaging, and socializing exhibited higher anger scores. Conclusion: Academic grades, the duration of smartphone usage, computer and smartphone use for gaming/entertainment, chatting, messaging, and socializing were found to be associated with anger. Specifically, extended periods of playing war, fighting, and similar games on both computers and smartphones were correlated with higher levels of anger. It would be advantageous for parents to monitor and regulate the content of the games their adolescents play, observe any behavioral differences, and take necessary precautions.

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Marmara Medical Journal-Cover
  • ISSN: 1019-1941
  • Yayın Aralığı: Yılda 3 Sayı
  • Başlangıç: 1988
  • Yayıncı: Marmara Üniversitesi
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