العوامل المُنبِئة بإدمان الألعاب الإلكترونية لدى المراهقين نحو بناء نموذج تفسيري للظاهرة

نوع المستند : المقالة الأصلية

المؤلف

کلية الإعلام- جامعة سيناء بالقنطرة شرق

المستخلص

بالنسبة لمعظم المراهقين، تُمثِّل ممارسة الألعاب الإلكترونية هواية مُمتعة، وشكلًا جاذبًا من أشكال الترفيه؛ غير أنه يوجد قلق متزايد من أن يقود قضاء وقت كبير فيها إلى نتائج سلبية، أهمها زيادة احتمالية إدمان هذه الألعاب، وقد سعت الدراسة لتفسير ظاهرة إدمان الألعاب الإلكترونية بين المراهقين، وذلك من خلال تحديد العوامل التي يمكن أن تُنبئ بحصول هذا الإدمان، واستخدمت الدراسة منهج المسح الميداني، ولجمع البيانات وظَّفت أداة الاستبانة، بالتطبيق على عينة عمدية قوامها 450 مُراهقًا (بين 13 و19 سنة).
خَلُصت الدراسة، بناء على تحليل مسار أجرته، إلى تقديم نموذج تفسيري لظاهرة إدمان الألعاب الإلكترونية يتكوَّن من أربعة أنواع من العوامل تساعد على التنبؤ بها، هي: عوامل خاصة بالألعاب (زمن الممارسة، ودوافع الممارسة، والشَّغف، والتَّوحد مع الصورة الرمزية)، وعوامل اجتماعية (الاستبعاد الاجتماعي، والتَّواصل الأسري)، وعوامل نفسية (تقدير الذَّات، والشعور بالوحدة)، وعامل ديموغرافي واحد هو نوع المراهق، وأظهرت النتائج أيضًا ارتفاع درجات المراهقين على الأبعاد السبعة للإدمان (الأهمية، والنَّهم، وتعديل المزاج، والانسحاب، والانتكاس، والصراع، والمشكلات).

الكلمات الرئيسية

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