Page 64 - Petelin, Ana, et al. 2019. Eds. Zdravje otrok in mladostnikov / Health of Children and Adolescents. Proceedings. Koper: University of Primorska Press
P. 64
Parameter Statistical Prospect 95% confidence interval
estimation significance ratio (B) Lower limit Upper limit

(B) 0.869

Support by friends -0.141 <0.001 0.818 0.922

zdravje otrok in mladostnikov | health of children and adolescents 62 Reference groups: gender – girls; age – 11 years; communication with mother/father – easy,
very easy; psychosomatic symptoms – less than two; beatings – less than 3 times in the past
months; abuse – no; was abused – no; school workload – little or none; sleep – 9 hours or
more.

Higher prospects for addiction to games among adolescents include boys
who have trouble communicating with their father, who experience at least 2
or more psychosomatic symptoms more than once a week, who abuse or were
abused, who are more pressured by school work and those who have little sup-
port from friends.

Discussion
Our findings were comparable with the results of foreign research. We found
that male adolescents more often play computer games than female (Terlecki,
et al., 2011; Durkee, et al., 2012). Some studies attribute this feature to the an-
drogynous design of traditional computer games (O’Brien, Issartel & Belton,
2018). Adolescents showing several psychomotor symptoms who are burdened
by school work and sleep less are more likely to develop addiction to games.
This is consistent with findings from other studies (Hellström, et al., 2015, Choi,
et al., 2009). In this regard, the source of such negative outcomes can be direct-
ly related to the playing of computer games, where screen light affects sleep
(Smyth, 2007), while the inactive leisure time can be directly linked to the oc-
currence of psychosomatic disorders (Hellström, et al., 2015). Maltreatment
turned out to be an important predictor, but not also the beating. Some re-
cent studies confirm the link between both violent behavior and the playing of
computer games with violent content (Ferguson & Kilburn, 2009; Greitemeyer,
2018), while others reject this connection (Przybylski & Weinstein, 2019). How-
ever, it is well-known that the effect of violent behavior due to playing com-
puter games with violent content is influenced by several factors, such as gen-
der (Shibuya, et al., 2008), family and family relationships (Fikkers, et al., 2013),
and identification with the game’s lead character (Krahé, 2014).

Peer support (or the lack of it) also proved to be an important factor. Some
studies showed that adolescents who do not have many friends and experience
difficulties in establishing relationships with other people play computer games
more frequently and for longer periods (Griffiths & Meredith, 2009; Walther, et
al., 2012). On the other hand, the Frostling-Henningsson study (2009) pointed
out that the motivation of players to participate in group online games is strong-
er due to the sense of connection and building the relationship with team players.
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