الألعاب الالكترونية الشائعة (البوبجي) نموذجا لدى المراهقين و علاقتها بالسلوك العدواني
Other Title(s)
Popular electronic games (PUBG) as a model for adolescents and their relationship to aggressive behavior
Joint Authors
زكريا عبد أحمد
لميس إبراهيم علي
Source
مجلة جامعة تكريت للعلوم الإنسانية
Issue
Vol. 28, Issue 9 (30 Sep. 2021), pp.333-359, 27 p.
Publisher
Tikril University College of Education for Humanizes
Publication Date
2021-09-30
Country of Publication
Iraq
No. of Pages
27
Main Subjects
Sociology and Anthropology and Social Work
Topics
Abstract EN
The present study aims to identify electronic games in adolescents and aggressive behavior, to study the potential effect of each of the sex variables (male - female) on a sample of middle school students / for Tikrit schools / first and second intermediate schools.
The research sample reached (200) male and female students from Tikrit schools.
The researcher has built two scales to measure electronic games and a scale to measure aggressive behavior, which is an essential part of the basic requirements of the current research.
Extracting the coefficient of discrimination and the correlation coefficient for the scale paragraphs, and thus the two scales became in their final form the first scale consisting of (20) items and the second scale (25) items, This is in relation to the first and second variables of the study, and then the researcher applied the scale to the basic research sample consisting of (200) middle school students and from Tikrit schools.1- Teens are distinguished by playing common electronic games.2- Teens are characterized by a high level of aggressive behavior.3- There are no statistically significant differences between males and females in common electronic games among adolescents.
The presence of statistical significant differences between males and females in the aggressive behavior in favor of males5- The existence of a positive correlation function between the two variables.
Recommendations.1- The families observe what their children choose from the games and direct them towards the games of interest in the development of mental and mental abilities in addition to which develops the entertainment side and emotional balance.2- Programming and determining playing times and not leaving adolescents in playing games all the time and not preventing them from it.
Suggestions: Conducting a similar study to examine the relationship between aggressive behavior and playing electronic games for a sample of girls.
American Psychological Association (APA)
زكريا عبد أحمد ولميس إبراهيم علي. 2021. الألعاب الالكترونية الشائعة (البوبجي) نموذجا لدى المراهقين و علاقتها بالسلوك العدواني. مجلة جامعة تكريت للعلوم الإنسانية،مج. 28، ع. 9، ص ص. 333-359.
https://search.emarefa.net/detail/BIM-1270349
Modern Language Association (MLA)
زكريا عبد أحمد ولميس إبراهيم علي. الألعاب الالكترونية الشائعة (البوبجي) نموذجا لدى المراهقين و علاقتها بالسلوك العدواني. مجلة جامعة تكريت للعلوم الإنسانية مج. 28، ع. 9 (أيلول 2021)، ص ص. 333-359.
https://search.emarefa.net/detail/BIM-1270349
American Medical Association (AMA)
زكريا عبد أحمد ولميس إبراهيم علي. الألعاب الالكترونية الشائعة (البوبجي) نموذجا لدى المراهقين و علاقتها بالسلوك العدواني. مجلة جامعة تكريت للعلوم الإنسانية. 2021. مج. 28، ع. 9، ص ص. 333-359.
https://search.emarefa.net/detail/BIM-1270349
Data Type
Journal Articles
Language
Arabic
Notes
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Record ID
BIM-1270349