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   relationship between internet gaming patterns, game genres, and gaming psychological motivations among students  
   
نویسنده forouzani fard farzin ,pourmohamadreza-tajrishi masoume ,vahedi mohsen
منبع international journal of high risk behaviors and addiction - 2025 - دوره : 14 - شماره : 4 - صفحه:1 -9
چکیده    Background :understanding the factors shaping students' tendencies toward online gaming patterns is crucial for addressing psychological and educational challenges. objectives :the present study aimed to examine how internet gaming patterns, preferred genres, and psychological motivations are related to students' experiences in tehran. materials and methods :a descriptive, cross-sectional, correlational design was used to examine these relationships. this descriptive cross-sectional study recruited 708 students (248 girls and 460 boys; ages 12 - 18) from tehran using convenience sampling in 2023 - 2024. data were collected via a structured questionnaire assessing internet gaming addiction, psychological motivations for gaming, and a genres checklist. the sample size was determined using cochran's formula (n = 708) with a 95% confidence level (z = 1.96) and 0.05 margin of error, accounting for a 10% anticipated dropout. analyses included chi-square tests, anova, brown-forsythe tests, stepwise linear regression, and tukey's post hoc tests, with significance set at p < 0.05. analyses were performed in spss version 26. results :significant genre effects on motivation emerged (p < 0.05). action and strategic genres yielded the highest motivation and engagement, with large between-genre contrasts. social-emotional patterns showed substantial explained 46% of variance, driven by escape (β ≈ 0.66) and coping (β ≈ 0.40), controlling for age and gender. academic-professional patterns explained 42%, with escape (β ≈ 0.65) and coping (β ≈ 0.53); skill contributed (β ≈ 0.34). all predictors were significant at p < 0.05. across patterns, escape produced the largest effect (r ≈ 0.64; 0.66). coping, imaging, and skill showed moderate-to-high associations (social-emotional: r ≈ 0.40 - 0.66; academic-professional: r ≈ 0.55 - 0.64). entertainment links were weaker but significant (≈ 0.35 - 0.36; p < 0.05). overall, effect sizes ranged mid-to-high (approximately r or β ≈ 0.40 - 0.66) with meaningful variance explained. conclusions :the findings highlight targets for prevention and school-based interventions that address underlying psychological motivations, social context, and family dynamics to reduce problematic gaming. interventions should promote healthy coping strategies, digital literacy, and time management, with a focus on engaging parents, training teachers, and expanding accessible support services to mitigate adverse academic and social outcomes and foster resilience, and responsible technology use among students.
کلیدواژه gaming patterns ,video games ,psychological motivations ,student
آدرس university of social welfare and rehabilitation sciences, faculty of behavioral sciences and mental health, department of clinical psychology, iran, university of social welfare and rehabilitation sciences, faculty of behavioral sciences and mental health, department of psychology and education of exceptional children, iran, university of social welfare and rehabilitation sciences, faculty of social health, department of biostatistics and epidemiology, iran
پست الکترونیکی mo.vahedi@uswr.ac.ir
 
     
   
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