สถานการณ์เสพติดเกมออนไลน์และผลกระทบ กรณีศึกษานักศึกษาระดับปริญญาตรี มหาวิทยาลัยขอนแก่น ปีการศึกษา 2564 (Thai)
In: Journal of Science & Technology MSU, Jg. 43 (2024), Heft 1, S. 38-50
academicJournal
Zugriff:
The 2021 report by the Mental Health Department stated that Thai children playing online games on average 5 hours a day were affected by adverse emotional and addiction states. This research aims to study the situations of online game addiction and effects on undergraduate students at Khon Kaen University, 2021. This is survey research using questionnaires from 420 subjects in 3 major groups: Health Sciences (Health), Science and Technology (SC&TE), and Human and Social Sciences (Huso). Descriptive and inferential statistics were used for data analysis, comprising t-test, MANOVA, Chi-square test and multiple regression. Subjects were first-year students (31.67%), second-year students (26.67 %), third-year students (22.38 %) and fourth-year students (19.29). Most of the subjects spent 2 hours and 11 minutes on average per day, 33.57% were interested in Multiplayer Online Battle Arena games (MOBA), 29.52% were interested in First Person Shooter (FPS), and 83.33% played games for entertainment and relaxation propose. The average expernditure for playing games was 177.55 baht per month. The Game Addiction Screening Test (GAST) was used to divide the level of game addiction into 3 groups: 55.24% for non-gaming, 17.86% for game addiction, and 26.90% for the frantic group. In the game addiction group, 50.67 % were SC&TE students. There was a statistically significant relationship between the level of game addiction and 3 major groups (p<0.01). If analyzing only the game addiction and the fanatic group, it was found that they preferred to play in First Person Shooter (FPS). Severity of the impacts in all 5 effects (health, academic, social and family relations, mental health, and financial) was at a moderate level (2.83 to 3.22). The highest score was the health effects, followed by finance and learning. The average impact of the game addiction group was significantly higher than the frantic group (p<0.05). [ABSTRACT FROM AUTHOR]
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Titel: |
สถานการณ์เสพติดเกมออนไลน์และผลกระทบ กรณีศึกษานักศึกษาระดับปริญญาตรี มหาวิทยาลัยขอนแก่น ปีการศึกษา 2564 (Thai)
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Autor/in / Beteiligte Person: | ไชยศิวามงคล, วิชุดา ; เกษวงษา, ลิขสิทธิ์ ; และ ธนกฤต หินทอง |
Zeitschrift: | Journal of Science & Technology MSU, Jg. 43 (2024), Heft 1, S. 38-50 |
Veröffentlichung: | 2024 |
Medientyp: | academicJournal |
ISSN: | 1686-9664 (print) |
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