Abstract
Background & Objectives: Like many new forms of entertainment that have gained widespread popularity, computer games have caused concerns about their possible effects on extreme players. Addiction and dependence on computer games are one of the most important psychological and behavioral effects of using these games. An approach that has been developed in recent years regarding the issue of addiction and dependence is the approach of addiction as a brain disease. Based on clinical findings, addiction has long–term and short–term effects on the cognitive functions of the brain due to changes in brain structure and function; therefore, examining executive functions in computer game addiction can be important. Another topic that seems important to examine in relation to computer game addiction is social skills. Healthy and optimal communication with others and the surrounding environment requires the development of social skills. Considering the importance of adolescence, the prevalence of internet gaming addiction, and the research gap in this field, this research aimed to compare the executive functions and social skills in adolescents addicted to online computer games and non–addicted adolescents.
Methods: The current research employed a causal–comparative design. The statistical population of this study consisted of all tenth–grade students in Yazd City, Iran, during the academic year 2022–2023. The sample consisted of 200 students randomly selected from a cluster. In this way, one district was randomly selected from among the educational districts of Yazd. Then, 4 high schools were randomly selected from among the boys' high schools in this district, and the questionnaires were distributed in these schools. Finally, 200 students, including 100 students with symptoms of computer game addiction and 100 independent students, were selected based on the scores of the Online Game Addiction Questionnaire (Wang & Chang, 2004). The cut–off point for selecting students addicted to computer games was 53 and above based on the score of the questionnaire. Then, the Matson Evaluation of Social Skills with Youngsters (MESSY) (Matson, 1983) and the Wisconsin Card Sorting Test (Grant & Berg, 1948) were administered for two groups. In terms of observing ethical considerations, it should be noted that the authors closely monitored the implementation of the questionnaire and test, and issues such as the right to participate in the research, informed consent, and confidentiality of information were clearly explained to the participants. Data analysis was performed at two levels: descriptive (mean and standard deviation) and inferential (independent t test) using SPSS software version 19 at a significance level of 0.05.
Results: The study included 200 participants, with 100 addicted to online computer games and 100 not addicted to online computer games. Additionally, 21 respondents to the questionnaire had been engaged in computer games for less than 6 months, 69 for between 6 months and 1 year, 70 for between 1 and 2 years, and 40 for more than 2 years. The results of the independent t test showed a significant difference between students addicted to online computer games and non–addicted students in all subscales of the Wisconsin Card Sorting Test, including the number of correct categories (p=0.023), perseverative errors (p<0.001), and total errors (p<0.001). Moreover, there was a significant difference in overall social skills (p<0.001) and its subscales, including appropriate social skills (p<0.001), inappropriate assertiveness (p<0.001), impulsive acting (p<0.001), self–confidence (p<0.001), and jealousy and withdrawal (p<0.001).
Conclusion: According to the findings, teenagers who are not addicted to computer games have better performance than non–addicted teenagers in executive functions and social skills. Experts in this field are advised to pay attention to these matters.
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