مخاطر الألعاب الإلكترونية على الشباب : دراسة سوسيولوجية / طلبة الجامعة الأردنية
This study aimed to identify the dangers of electronic games on university youth and the extent of their impact on them from the academic, psychological, and social aspects. To achieve the goals of the study, the social survey method was used in the sample. Then I designed a data collection form consisting of three basic axes (academic axis, psychological axis, social axis) from the study community represented by the students at the University of Jordan, and accordingly, a stratified random sample of 380 male and female students from human colleges (law, business, and arts). The study showed many results, the most important of which are: the presence of academic, psychological and social risks at high rates, and showed statistically significant differences between the risks from the academic, psychological and social side attributed to the sex of students at the University of Jordan, while the social side does not exist, and it showed the presence of risks on the academic side only according to the educational level according to the place of residence, the results showed that the risks resulting from the games in their three dimensions (academic, psychological, and social) were statistically significant according to the practitioners, and showed that the practitioners and the fans have a statistically significant difference based on the risks of nibble with its three dimensions (academic, psychological and social). The study recommended not spending more than an hour practicing electronic games, and the importance of reducing the intensity of violent electronic games because they increase the academic, psychological, and social risks they have, and work to advise and guide them to avoid such risks and establish specialized centers to treat the problems of addiction of some young people to such kind of games. (Author's abstract)