واقع الاضطراب الناجم عن ألعاب الإنترنت لدى تلامذة الحلقة الثانية في المدرسة اللبنانيّة وأثر برنامج وقائي منه


Ar

This study aimed to explore the prevalence of Internet Gaming Disorder, IGD, among students of the cycle 2, in the Lebanese school, and to study the impact of a primary prevention program against this disorder. The study adopted the descriptive and the quasi-experimental methods. The sample of the study consisted of 620 students and 525 of their parents, and its tools consisted of two questionnaires and the Video Game Addiction Scale for Children, to measure IGD. Through the quasi-experimental method, an experimental and controlled groups were selected. Pre and post-test were administered to both groups while the intervention program that consisted of 7 life skills sessions, was implemented with the experimental group. The statistical data contributed to verifying the validity of the hypotheses and answering the research questions. The results showed the prevalence of IGD 1.1%, in addition to the presence of excessive preoccupation with electronic games (reached more than 7 hours per day). The excessive playing was accompanied by health symptoms, educational and psychological consequences. Older group of males in the sample engaged in MMORPG games more than females, and there was a relationship of some family factors in the emergence of the IGD; The relationship of parents with their children, the parents’ knowledge and beliefs about games, the attitude towards electronic games, and the parents’ behavior in dealing with excessive playing. The primary preventive program contributed to changing the knowledge and beliefs of the experimental group students about the risks of excessive preoccupation with electronic games, and thus, proved its effectiveness. (Author’s abstract)