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Vol-7, Special Issue-Number4-June, 2016, pp789-795 http://www.bipublication.com

Research Article

Comparing the Willingness of Young People Interested in Computer Games

and Physical Games in Isfahan City

Omid Sharbaf Department of Counseling,

Islamic Azad University,

Khomeinishahr Branch, Daneshjou Blvd, Isfahan, Iran Omid.Sharbaf@iaukhsh.ac.ir

ABSTRACT:

The purpose of this study was to compare the willingness of young people interested in computer games and physical games in Isfahan City. Methods are descriptive-survey and the population of all 14 year-old students in Isfahan. Random cluster sampling method and 600 boys in the school questionnaire was conducted in the third male students and 200 questionnaires interested in computer games and 200 questionnaires were divided in groups like to play physical. The instrument was used questionnaires to gauge interest is strong and descriptive data (mean and standard deviation) and inferential statistics (ANOVA or MANOVA multivariate) were analyzed in spss. The results showed that the interest and values of the two groups were found significantly different (p=0.001). The results of this research can be readily gathered that a key and fundamental role in their teen’s leisure and using it can be used in the management of leisure time of juveniles of these findings.

Keywords: computer games, physical games, desire

INTRODUCTION

The broader perspective of the world of adolescent psychologists today and what it is going to be released and a special emphasis on education and its important role in the lives of their future, for example, "bulom" from his research concludes about 50 percent of the intelligence quotient of children from birth to 4 years of age, about 30 percent of the 4 years to 8 years and 20% of remaining within 8 to 17 years are formed. The results show that children in the development of intelligence as well as improving health and nutrition can be enforced on individual physical growth, and it is getting better returns, improving environmental conditions to grow ever more intelligence provides, in the sense that environmental conditions favorable, take advantage of the inherent potential to create greater and easier. In this game one of the factors that should be considered. The game is a fun activity that involves people, and things are moving. Everything from blow soap bubbles around to

read a piece of poetry is a kind of game. All parents are aware of the fact that the game can include any activity that children can do things around. Children without games and toys like a fish without water. Biology of the game for social development and evolution of the organism considers necessary to psychologists play a unique activity of man (Mozaffarian, 2012).

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spiritual phenomena, to find a way to anger. PC is a phenomenon that cannot be ignored of physical and mental application (Shaverdi, 2010). Computer, sometimes smaller than adults affects engaged. Some scholars of contemporary technology developments video games - a feature which is computer, as the "computer revolution" have learned (Garnder, 1991). Software development speed of the game is such that approximately 38,000 Internet sites a list of how to play various computer games are more than 100 stations (Williams &Skoric, 2005). A children's play is physical play. Physical games are child of the oldest types of games.The child to remove the power (energy) of the body and get rid of the extra-long and fatigue, the time allocated to physical games. The characteristics of these children's need for play areas and children's strength is in the running game.

Physical games together as a group and can also be implemented individually or a combination of both (Dill & Dill, 1998). The figures, there are several theories, such as social learning theory and psychological theory and cover the theory of characters. According to the theories of personality can be described by a number of continuous, each representing one character, the famous British psychologist Iizeng, Key integrated personality character, temperament, intelligence and defined body.

He figures two introversion-extraversion and stable and introduces instability (according to Ganji, 2007).

Fillho(2005) study entitled Comparison of personality characteristics between high-level Brazilian athletes and athletes did non sport and found that between athletes in individual disciplines (swimming and judo) and team disciplines (volleyball and basketball) in terms of personality, retention, irritability, aggressive Gray, fatigability, physical complaints and health concerns, there are significant differences.

Statement of the problem

Important factors for the lack of interest and willingness are recreation and Leisure. The most common and most influential structure of interest has been defined; the pattern of interest

is Dutch.

Netherlands introduced six types of interest that are realistic, foraging, artistic, social, and conventional. His interest in a hexagonal instead of six types, and believes that more of similar types are located adjacent to each other and those who do not like each other (Tracey, 2002). Given the importance and play a role in the emotional and cognitive development of adolescents, given the fact that with increasing development of computer systems and software for digital and interest children and the prevalence of low activity and obesity in children and lack of physical activity and sport and encourage children to play computer games and creative child growing interest in this research and behavioral disorders in children with computer games, this study is a step toward understanding the characteristics of personality and consequently reduce the problems of children in the two groups (physical and computer gamers) pay. This study sought to answer this question between personality traits and values and tastes two groups of teenagers interested in gaming, and what a difference there is interested in physical games.

The importance and necessity of research Children and young people as the most important group that has been affected by the game and understand the effects of their games, one of the main effects evaluated and games, drop

Social and cognitive development. In this study, the type of game (physical and computer games), a different view; in other words, differences in personality and values to search for students interested in computer games and physical. The results of this study and parent education and counseling centers and institutions and organizations that deal with children and young people are benefiting. Research hypotheses

There is a significant relationship between willing of teenagers interested in computer games and physical games.

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Definition of game

The game begins with birth and immediately after birth to adapt to the new environment more adaptive activities are displayed. It should be noted that the game, the most natural desire of a child to contact and deal with the world around him. Education scholars and clerics of Islam have emphasized the need for the game and believe that children do not even have any future job training and find your game. In education today, playing as one of the most effective training device is known, because the game is well served by train and assists in the education of children as well as through the (play therapy) can be used to treat some mental illness and behavioral problems of children.

Malekpour (2008) states in which values play an all-round development of children affected in a positive way. Some of these aspects are: physical - motor, psychological growth, educational and psychosocial development and growth, including talent development, cognitive development, moral development, and so it is. He refers the game also has therapeutic value as well. For example, play therapy, play therapy is used as, children who are having emotional problems and emotional help that play is important, because the child's health, growth and strength, understanding the meaning of the world around, learning about the people and helps identify emotions. Playing is exercises to enlarge (lagoons, 2008).

Review on literature

Abdoli (1994) also reported that athletes with higher levels of athletic and competitive, extroverted and stable and this can result in severe participate in physical activities, make changes in athletes.

Najmi et al (2002) also examined the use of computer games and its relationship with some physical and psychological parameters among adolescents reported speech. The relationship between parental education and the use of computer games is. And increased levels of social activity decrease and excitement of thinking and aggressive screening or confidence has been low. Zabihi et al (2012) reported that the characters open, extroverted, consistent and significant positive effect on job involvement

and personality to neutralize the negative effects of job involvement. Ordobari (1975) in their study to "determine the value of students' came to the conclusion that the Iranian students, there are more theoretical value and tend to value social and political future of the students has been raised.

Kim et al (2008) in a study that examines the computer bases of aggressive screening and controlling and narcissistic personality traits in children reported that characteristics such as aggression and self-control and self-fascination children prone to addiction.

Barthelowet al (2005) in a study to analyze the relationship between video games and aggressive casting properties cynically hostile and aggressive behavior in young heart did report that teens who were exposed to violent video games, violent and aggressive behavior were more hostile and subject to continuous changes in the games of their personality traits. Danforth & Charlton (2007) study the effect of computer games on youth; the students reported that gaming is unaware of physical games. The game is addictive and cost a lot of money is spent on these games and also for the students' school performance is lower than the others.

Methods

This study is a descriptive-survey study. The population

All girl and boys guidance school third-year students in the academic year of 92 to 93 were enrolled.

The sample size

Total population of students in the academic year 93-92 third of over 91,432 persons for the total sample size of 377 people is expected in Morgan.

Sampling

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schoolboys was strong and finally the number of countable number of questionnaires were 550 runs and 50 questionnaires were distorted and thus according to the students' self-assessment of their interest in physical game and interested in playing computer into two groups of 200 people interested in the physical and 200 computer game (400 total) were divided.

Research Tools

Strong Interest Inventory

The questionnaire of 285 questions and a score of 5 (I’m very interested 5=0, I’m not very interested) scoring by among high school students the theoretical, technical and professional knowledge and pre-university and the city is normalized. In order to achieve the objectives of the research, the questionnaire was translated and adapted to the culture of Iran, reliability Strong three sets of scales (general issues, the major scales and the scales of individual style) Cronbach's alpha and test-retest method was used. The validity of general subjects was measured in three ways.

Validity and reliability

North Korea Yonch and Qi (2002) carried out on a group of students and paramedical validity using factor analysis measured and reported number 0.92 and reliability by using Cronbach's Alpha reported (according to HaghShenas et al., 2008). In Iran Haghshenas et al. (2008), the correlation between the scales and the scales of the short form was investigated. Validity scales individual style of the short form was evaluated by calculating the correlation measures finally, the percentage scores and standardized scores as standardized questionnaires strong t was calculated. In total, according to the results, it is suggested that the questionnaire is valid and reliable Strong in the population studied

was willing to work as a research questionnaire, guidance and advice reliability of the questionnaire used in the study was 0.89.

Inventory interest in physical or computer game

The questionnaire itself, report of interest in computer games 20) and physical games (0-20) and information such as age, gender, parental education and family income, the number of hours a week doing this two game deals.

Methods

For this study received a permit from the Department of Education Region 6, accident 15 school boys' state-ordinary profit were selected and questionnaires on 600 students was carried out and after running, 50 of the questionnaire distorted and were eliminated through questionnaires, the interest in physical games and computer games in the groups interested in the physical and 200 200 people interested in computer games (400 in total) are divided. SPSS, the data and the results obtained.

Statistical method

In this study, data were analyzed using SPSS. Descriptive statistics were used to describe the data and survey indicators such as the percentage, frequency, mean, standard deviation and analysis of variance was performed and the level of understanding of inferential statistics (ANOVA) was used.

Statistical method

In this study,data were analyzed using SPSS. Descriptive statisticswere usedto describethe dataandsurveyindicatorssuch as the percentage, frequency, mean, standard deviation and variance in data deductive inferential statistics (ANOVA) was used.

Data analysis

Table 1 showsthe mean andstandard deviationfor eachinterestgroup

Variable Computer game Physicalgame

Mean Standarddeviation Mean Standarddeviation

Explorer 3 /8 1 /5 3 /5 1 /5

Art 3/84 1 /3 3 /2 1 /6

Dale 3/54 1 /5 3/49 1 /6

Social 3/15 1 /4 3/54 1 /6

Realistic 3/35 1 /9 3/31 1 /7

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Based onthe table abovemeanforaginginterest explore (3.8), art (3.84) dale (3.54), realistic(3.35) andconvention(4.76) inadolescentsis moreinterested incomputer game. Butsocialinterest(54) washigherinadolescentsinterested inphysicalplay.

Hypothesis

There is a difference between willing of teenagers interested in computer games and physical games in Isfahan.

There is a difference between willing of teenagers interested in computer games and adolescents interested in physical gamesin Isfahan.

Table 2: box test scores to evaluate covariance equalin both groups Box Test scores Coefficient F Degree of

freedom1

Degrees of

freedom2 Significant 467

/

452 21/201 21 528 /6 0/001

As seen in the table above, the defaultequality ofcovarianceorthe relationship betweenthe dependent variableinthis hypothesishas been rejectedsix.

Table3: The results of the propensity scores in the two groups of teenagers and computer gamers interested in physical game

Source Value F Significant

Group 0/858 10/830 0/001

Based onthe results obtainedaboveaverage scores ofthe individualtastesoftheyouth groupis interested incomputergamesandgamersaresignificantphysicaldifferences(p= 0.001).The results showedthat close to14% of the individualdifferencesbetween the two groupsis concerned.

Table 4: Univariate analysis

Source Sumof squares Degree of

freedom Mean square F Significant

Realistic 0/160 1 0/160 0/049 0/824

Dale 0/303 1 0/303 0/127 0/722

Art 41/602 1 41/602 19/849 0/001

Convention 42/903 1 42/903 12/615 0/001

Social 15/603 1 15/603 7/064 0/008

Explorer 9/302 9/302 3/843 0/051

Based on the results obtained above average scores of artistic interest (p=0.001), convention (p=0.001), social (p=0.008) in two groups of teenagers and young adults interested in the computer game enthusiast physical games, but significant differences between the two groups, tastes realism, daring and investigative not significant. The result is significantly higher than 0.05. The effects of group membership in the artistic zest 0.048, 0.031 contract and social 0.017 in other words, depending on the characteristics of artistic tastes, and social contract to the effect of 8.4, 3 and 1.7 percent. As a result, the second main hypothesis was confirmed and the interest of students in post-realism and artistic search is not significantly different from each other.

DISCUSSION:

Survey research hypotheses

According to the findings of the fourth quarter, the second hypothesis is confirmed and the

interest of students in post-realism and artistic and search, no other significant differences in the social contract and the go-ahead, the differences are significant. Interest as defined by Webster's dictionary, the emotions aroused great interest with respect to what is combined. Interest is generated when a man loves something, consider the object, view, finally, think about it and enjoy it; in other words we can say the same preferences and loved by people interested in a certain moment of time. Interest is an important factor for the interest and lack of interest in entertainment and some of our personality traits, the most common and most influential structure of interest is defined, the Netherlands is of interest. Statistical analysis has shown that students interested in computer games, most with bespoke art and social trends, and the trend is less search and realism.

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students-Omid Sharbaf 794

students who are interested in physical games, looking for more excitement, resulting in a larger code. On the other hand, with features such as the investigative and follow-up, more physical activity and tend to have a high physical fitness, the stronger is their realism code. The students interested in computer games, the more social code; social because people are less inclined to prefer more emotions and less physical activity is done.

In addition, adolescents with artistic features, the features of seeking diversity and multiplicity of computer games that require diversity in this group is saturated, they are more likely to play computer.

CONCLUSION:

There are significant differences between personality traits and values of young people interested in computer games and physical. The two groups are different. The personality differences youth interested in computer games, in contrast to physical games, you can extroversion and conscientiousness stable and pointed little narcissistic. But no significant difference between the two groups of empiricism.

The willingness of these two groups is also significant differences. Teens interested in computer games tend to have the type of personality and social and cultural contract and fewer tendencies to relish are foraging and realism.

Suggestions:

Create and build a little psychological game with the juvenile.

Familiarize young people with physical and psychological effects and benefits of computer games. Gaming and physical, each has many advantages. But computer games, brings more problems, such as addiction to computer games and mobile phones, the fall.... and it seems that students be taught the culture of this kind of games, to students as a result of excessive use of games, educational and psychological harm see. Encourage students to play through a range of physical attention to physical education course in adolescents.

REFERENCES:

1. Abdoli, B. (1994). Examine the personality characteristics of elite athletes, Master Thesis, Tarbiat Modarres University. Page 84 or 78

2. Bartholow, B. Sesrit, M. & Davis, E. (2005). Correlates and Consequences of Exposure to Video Game Violence: Hostile Personality, Empathy, and Aggressive Behavior, Society, j Personality and Social Psychology,. 31. 11, 1573-1586.

3. Charlton, P. & Danforth, D.W.(2007). Distinguishing addiction and high engagement in the context of online game playing, Computers in Human Behavior, 23( 3), 1531–1548.

4. Dill K. E. & Dill J.C. (1998). Video game violence: A review of the empirical literature. Aggression Violent Behavior; 3(4): 407-28.

5. Fillho, M.B. (2005). Comparison of personality charectciscics between high level brazillian athletes and nonathletic, Journal of Learning and Individual Differences, 11(2):113-150.

6. Ganji, H. (2007). General Psychology, published Savalan, Tehran.

7. Gardner, J. E. (1991). Can the Mario Bros. help? Nintendo games as an adjunct in psychotherapy with children. Jurnal Psychotherapy; 28(4): 664-70.

8. Haghshenas, L, &Abedi, M. (2008). Standardization, validity and reliability Strong interest among high school students academic career, vocational, work and pre-university students in Isfahan, News and Research Services, 7 (28): 95-115.

9. Kim , J . Namkoong, K; Ku, T. & Kim, D .(2008). The relationship between online game addiction and aggression, self-control and narcissistic personality traits individual Differences, Journal European Psychiatry, 31(6), 112-121

10. Lagoni LS.(2008). Good time at play. In good time with care, Colorado State University Cooprative Extension, 177-192. 11. Mozaffarian, C. (2012). Play the child's life,

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University Press Faculty of Education and Psychology.

12. Najmi, R.B. & Vision, Q, (2002). The use of computer games and its relationship with some physical and psychological parameters among adolescents 17-11 years old speech in Isfahan 82, 2002, Journal of Medicine, 22

(75-74): 7-12.

Ardobady, O. (1975). Mental health Shiraz, Thesis, University of Shiraz.

13. Shaverdi, D. (2010). The role and image of women in games, SID

14. Tracey, T. J. (2002). Personal globe inventory: Measurement of the spherical model of interests and competence beliefs. Journal of Vocational Behavior, 60: 113-172. 15. Williams, D.&Skoric, M. (2005). Internet

Fantasy Violence: A Test of Aggression in an Online Game, Communication Monographs; 72(2): 217-3.

Imagem

Table 1 showsthe mean andstandard deviationfor eachinterestgroup
Table 2: box test scores to evaluate covariance equalin both groups  Box Test scores Coefficient F  Degree of

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