Predicting self-efficacy, Creativity and Social Skills based on the Components of Online Games Addiction
The aim of this study was to investigate the relationship between online game addiction and self-efficacy, creativity and social skills. The statistical population included all female high school students in Rudsar who were studying in 2020-2021. From this community, 150 people were selected by conv...
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Format: | Article |
Language: | English |
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Rahman Institute of Higher Education
2021-10-01
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Series: | Journal of Modern Psychology |
Subjects: | |
Online Access: | https://modernpsy.rahman.ac.ir/article_150205_653c39ecfc29384b6a149f26accade86.pdf |
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author | Zahra Sadeghnia Salakgani Masoume Maleki Pirbazari Fatemeh Ashournejad |
author_facet | Zahra Sadeghnia Salakgani Masoume Maleki Pirbazari Fatemeh Ashournejad |
author_sort | Zahra Sadeghnia Salakgani |
collection | DOAJ |
description | The aim of this study was to investigate the relationship between online game addiction and self-efficacy, creativity and social skills. The statistical population included all female high school students in Rudsar who were studying in 2020-2021. From this community, 150 people were selected by convenience sampling method. Data collection tools included the Online Game Addiction Questionnaire, Self-Efficacy Questionnaire, the Creativity Questionnaire, and the Social Skills Questionnaire. In this study, Pearson correlation coefficient and multiple regression and SPSS-22 software were used for data analysis. The results of the analysis showed that the components of online game addiction (academic and occupational performance problems and social and mood problems) were able to achieve 48.8% of the variance of self-efficacy, 43.3% of the variance of creativity and 27.4% of the variance of skills Predict students' social (p˂0.05). Therefore, the results of this study show the importance of paying attention to online game addiction in students and its prevention can be associated with positive psychological variables. |
first_indexed | 2024-04-24T15:16:41Z |
format | Article |
id | doaj.art-021ce167aabf46c58bcb9b121d566903 |
institution | Directory Open Access Journal |
issn | 2783-4433 |
language | English |
last_indexed | 2024-04-24T15:16:41Z |
publishDate | 2021-10-01 |
publisher | Rahman Institute of Higher Education |
record_format | Article |
series | Journal of Modern Psychology |
spelling | doaj.art-021ce167aabf46c58bcb9b121d5669032024-04-02T09:14:30ZengRahman Institute of Higher EducationJournal of Modern Psychology2783-44332021-10-0114304310.22034/jmp.2022.322677.1022150205Predicting self-efficacy, Creativity and Social Skills based on the Components of Online Games AddictionZahra Sadeghnia Salakgani0Masoume Maleki Pirbazari1Fatemeh Ashournejad2M. A. in General Psychology, Psychology Department, Rahman Institute of Higher EducationAssistant Professor, Psychology Department, Rahman Institute of Higher EducationUniversity Lecturer, Psychology Department, Rahman Institute of Higher EducationThe aim of this study was to investigate the relationship between online game addiction and self-efficacy, creativity and social skills. The statistical population included all female high school students in Rudsar who were studying in 2020-2021. From this community, 150 people were selected by convenience sampling method. Data collection tools included the Online Game Addiction Questionnaire, Self-Efficacy Questionnaire, the Creativity Questionnaire, and the Social Skills Questionnaire. In this study, Pearson correlation coefficient and multiple regression and SPSS-22 software were used for data analysis. The results of the analysis showed that the components of online game addiction (academic and occupational performance problems and social and mood problems) were able to achieve 48.8% of the variance of self-efficacy, 43.3% of the variance of creativity and 27.4% of the variance of skills Predict students' social (p˂0.05). Therefore, the results of this study show the importance of paying attention to online game addiction in students and its prevention can be associated with positive psychological variables.https://modernpsy.rahman.ac.ir/article_150205_653c39ecfc29384b6a149f26accade86.pdfaddiction to online gamescreativityself-efficacysocial skills |
spellingShingle | Zahra Sadeghnia Salakgani Masoume Maleki Pirbazari Fatemeh Ashournejad Predicting self-efficacy, Creativity and Social Skills based on the Components of Online Games Addiction Journal of Modern Psychology addiction to online games creativity self-efficacy social skills |
title | Predicting self-efficacy, Creativity and Social Skills based on the Components of Online Games Addiction |
title_full | Predicting self-efficacy, Creativity and Social Skills based on the Components of Online Games Addiction |
title_fullStr | Predicting self-efficacy, Creativity and Social Skills based on the Components of Online Games Addiction |
title_full_unstemmed | Predicting self-efficacy, Creativity and Social Skills based on the Components of Online Games Addiction |
title_short | Predicting self-efficacy, Creativity and Social Skills based on the Components of Online Games Addiction |
title_sort | predicting self efficacy creativity and social skills based on the components of online games addiction |
topic | addiction to online games creativity self-efficacy social skills |
url | https://modernpsy.rahman.ac.ir/article_150205_653c39ecfc29384b6a149f26accade86.pdf |
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