The relationship between personality traits and addiction to computer games in students of Islamic Azad University, Arsanjan branch

Number of pages: 101 File Format: word File Code: 29987
Year: 2014 University Degree: Master's degree Category: Psychology
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  • Summary of The relationship between personality traits and addiction to computer games in students of Islamic Azad University, Arsanjan branch

    Dissertation for Master Degree (M.A.)

    Tension: General

    Abstract

    The relationship between personality traits and addiction to computer games was tested on a sample of 400 students (200 men and 200 women). In this study, it is assumed that the five dimensions of personality (neuroticism, extroversion, openness, agreeableness, and conscientiousness) can predict addiction to computer games. T-test, correlation coefficient, and linear regression tests were used to evaluate the research hypotheses with SPSS software. Although the regression model analysis supported the fit of the model with the data, and the main hypothesis of this study was confirmed, among the five dimensions of personality, neuroticism, extroversion and openness were excluded from the analysis due to not having a significant predictor role. Therefore, only the dimensions of agreement-seeking and conscientiousness have a significant contribution in predicting game addiction and have a significant negative multiple correlation with game addiction.

         The obtained results confirm the theory that excessive attention to computer games is not only affected by the content of the games, but individual characteristics also play an important role in the tendency of people to play games, so that the personality characteristics of people direct their tendencies to a certain extent.

    Key words: five dimensions of personality; Addiction to computer games, students

    Introduction

    Today, computers are one of the most important parts of human life. In such a way that it has a colorful presence in all aspects of people's professional and personal life. It may not be possible to spend a day without the need of a computer; it is impossible for many of us to imagine this. The teenage game is a type of entertainment that has various actions for teenagers. Recreation provides them with an opportunity to develop social skills, develop interests, interact with peers who have similar interests, achieve a sense of belonging, and better understand themselves. In this way, they strengthen the sense of finding their individual personality (Pourmohsani, 2013). Simultaneously with the presence of computer games, the entrance to the world of information technology has been opened. Undoubtedly, these technologies can use the user's mind by using the facilities and planning, in addition to learning skills and familiarity with the subtleties of using computers, they can cause competition and cooperation. These games, if used in a suitable way and in order to achieve educational goals, can be very effective in educating people; Because trial and error and the possibility of correcting it is a good strategy to acquire daily life skills. Today, computer games are considered as a relatively wide and attractive media in the world, and like other media, they can be effective in facilitating, deepening, accelerating teaching and learning, forming the basis of education. But unfortunately, the culture of using computer games, in order to help education and culture building, has not yet been institutionalized in our society (Ramzani Nejad, 2017). The researchers named some of the disadvantages of computer games as strengthening the sense of aggression, isolationism, negative impact on family relationships, academic failure, and physical injuries such as vision and visual complications, skin complications, causing nausea and dizziness (Moggi, 2010). The phenomenon of computer games, like many new forms of entertainment that have gained wide popularity and have caused concerns about their possible side effects on extreme players, because computer games have many fans among people in the society, these concerns have become more intense. When people spend time playing computer games at the expense of ignoring their other educational, social and leisure activities, these games are potentially harmful. Excessive involvement in computer games is not only affected by the content of the games, but individual characteristics also play an important role in the tendency of people to play games, so that the psychological and personality characteristics of people give their inclinations to a certain extent (Namkhodaei, 2015) Allport [1] (1967) believed that personality characteristics are the most fundamental units of personality that are based on the characteristics of the central nervous system.. These characteristics determine the rules for the person himself and the environment around him, which does not change much from one situation to another. He defines personality traits on the basis of three factors, frequency, intensity and situation (Haqshana, 1380). Kettle's definition of personality is that which makes it possible to predict what a person will do in a given situation, he believed that personality is made up of traits or factors that can be obtained by factor analysis method. 1-1-Statement of the problem The computer is one of the most important research tools. By using it, you can provide the best conditions for research and investigation, and from the knowledge of data processing technology, especially He took advantage of the computer's potential and many advanced applications today. Computer games as a social phenomenon along with other audio and visual media in today's world, due to the significant growth of communication technologies in recent years, chooses its main audience among children and teenagers with an amazing pull and attraction, and has taken a significant part of this group's free time. Computer games are the most popular and common games of today's era, and due to the addiction of competition and excitement of games, they are considered one of the most important entertainments to the point where players do everything they can to pass to higher levels. Its people are so engrossed in the game that they completely distance themselves from their surroundings. Passing the stages and reaching higher stages excites the player, and failure in it makes people undesirable. One of the biggest reasons for the popularity of computer games is that a person can experience reality and be immersed in its environment, without being harmed or harmed at the end (Ramazani Nejad, 2007). The history of computer games goes back to the early eighties. In 1972, Atari introduced an electronic table tennis game called "Pong" [2]. Since then, the number of companies producing computer games has gradually increased. By the end of the year (1976), more than twenty different companies were producing computer games that could be used in homes. Gradually in (1985) with the saturation of the market, the sales related to computer games reached the lowest possible amount, but in (1986) the "Nintendo" company released its new hardware, which greatly improved the quality of computer games, and many noticed. The recent issue, along with the hardware and software development of the electronic and computer industries and as a result, the significant reduction in the price of the devices, made teenagers and young people pay attention to computer games again. In Iran, there is no extensive research that examines the prevalence of computer games. Computer games appeared in society in Iran perhaps with a delay of 10 to 15 years compared to the West. With the progress of electronic technology and cheaper electronic products, the prices of computer game devices have been significantly decreasing in recent years, for this reason, many home devices have become available to young people, so that a large part of the free time of Iranian children and teenagers is spent playing with computers (Haraitan, Nowzari, 2019). Today, a well-written computer game is considered an art form. Its wonderful images bring people closer to animated painting and its complex stories attract people. Computer game addiction is a kind of feeling of pleasure and satisfaction when accessing the game, inability to stop the activity, spending more time, losing interest in social activities and staying away from family and friends, feeling empty or depressed and moody when there is no access to computer games, lying to people around them about the amount of use. Simultaneously with the growth of technology and the arrival of computer games to our borders, these games have quickly opened their place among the people of the society due to their attractiveness due to the variety of catchy images, high graphics, great excitement and ease of use. Although Mead [3] (2005), believes that people's social personality develops through playing social roles, and the child gives meaning to his behavior by repeating the game by assuming the roles of others.

  • Contents & References of The relationship between personality traits and addiction to computer games in students of Islamic Azad University, Arsanjan branch

    List:

     

    Table of Contents

    Title

    Abstract .. 1

    Chapter One: Research Topic

    1-1- Statement of the problem .. 2

    1-2- Necessity and importance of research. 4

    1-3- Research objectives. 8

    1-5- Research question .. 8

    1-6- Theoretical definitions .. 8

    1-1-6- Theoretical definition of personality traits. 8

    1-2-6- Theoretical definition of addiction to computer games. 9

    1-7- operational definition.. 9

    1-1-7- operational definition of character traits. 9

    1-2-7- operational definition of addiction to computer games. 9

    Chapter Two: Background of the research

    Introduction .. 10

    2-1- Theoretical foundations of computer games. 10

    2-2- Theories about the game. 12

    2-2-1- The opinions of Islamic leaders and Islamic scholars. 12

    2-2-2- Vygostag theory.. 12

    2-2-3- Piaget theory.. 13

    2-2-4- Psychoanalytic theory. 13

    2-2-5- game theories.. 13

    2-2-6- other theories of scientists. 15

    2-2-6-1- John Soler's theory. 15

    2-7- The history of computer games. 20

    2-7-1- The history of computer games in Iran. 23

    2-8- Computer game features. 24

    2-9- Addiction and dependence on computer games. 26

    2-10- Computer game structure. 29

    2-11- Types of computer games. 30

    2-12- Different effects of computer games. 30

    2-13- Advantages of computer games. 32

    2-14- Theories related to personality. 34

    2-14-1- Jung's theory .. 36

    2-14-2- Adler's theory .. 36

    2-14-3- Eyseng's theory .. 36

    2-14-4- Erik Erikson's theory . 37

    2-14-5- Gordon Allport's theory. 37

    2-14-6- Raymond Kiel .. 38

    2-14-7- George Kelly .. 38

    2-14-8- Skinner .. 38

    2-15- Review of the conducted research. 39

    Chapter Three: Research Methodology

    Introduction .. 51

    3-1- Research outline .. 51

    3-2- Statistical population of the research .. 51

    3-3- Measurement tools and scales. 51

    3-4- short neoform personality questionnaire. 52

    3-4-1- Validity and validity of NEO-FFI. 52

    3-5- Problematic computer game addiction questionnaire. 53

    3-5-1- Validity and reliability of computer game addiction questionnaire. 54

    3-6- The implementation method of the research .. 54

    Chapter four: Research findings

    Introduction .. 56

    4-1- Descriptive findings .. 56

    4-2- Related to the sample members. 56

    4-3- related to research variables. 56

    4-4- Inferential findings.. 57

    4-5- Pearson's linear correlation coefficient. 57

    4-6- t-test of independent groups. 58

    4-7- Multiple linear regression. 62

    Chapter Five: Discussion and Conclusion

    Introduction .. 63

    5-1- Explaining the findings related to research assumptions. 63

    5-1-1- Explaining the findings related to the main hypothesis. 63

    5-1-2- Explanation of findings related to sub-hypotheses. 66

    5-2- Limitations .. 72

    5-3- Suggestions .. 74

    5-3-1- Practical suggestions. 74

    5-3-2- Research proposals. 74

    Sources and References

    Sources .. 57

    Table 4-2: Matrix of simple linear correlation coefficients between the studied variables. 58

    Table 4-3: The results of the t test of independent groups of gender. 59

    Table 4-4: The results of the t-test of independent groups of game addiction. 59

    Table 4-5: The results of the t test of independent groups of game addiction. 60

    Table 6-4: The results of the t-test of independent groups of game addiction. 60

    Table 4-7: The results of the t test of independent groups of game addiction.61

    Table 4-8: The results of the t-test of independent groups of game addiction. 61

    Table 9-4: Multiple regression between the five dimensions of personality with game addiction. 62

    Source:

    Sources

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The relationship between personality traits and addiction to computer games in students of Islamic Azad University, Arsanjan branch