تاثیرات بازی‌های رایانه‌ای با تهییج‌کنندگی بالا (ندای وظیفه) و پایین (پرندگان خشمگین) بر سطح انگیختگی زیستی کودکان پسر

نویسندگان
1 دانشگاه الزهرا
2 استادیار دانشگاه تبریز
3 دانشگاه تبریز
4 بیمارستان رازی
چکیده
این پژوهش با هدف بررسی تأثیر بازی‌های رایانه‌ای با تهییج کنندگی بالا و پایین بر سطح انگیختگی فیزیولوژیکی کودکانِ پسر 8تا12 سال با استفاده از شاخص میزان رسانشِ پوستی و آزمون خودارزیابی تصاویر آدمک و به روش شبه تجربی انجام شد. جامعۀ آماری همه دانش‌آموزان پسر 8 تا 12 سال ناحیۀ چهار آموزش و پرورش شهر تبریز در سال تحصیلی 1391-1390 بودند. نمونه شامل 15 کودک پسر بود که به روش نمونه­گیری تصادفی انتخاب شدند. سطح انگیختگی شرکت‌کنندگان با استفاده از شاخص فیزیولوژیکِ میزان رسانش پوستی طی شش مرحله؛ خط پایه اول، اجرای بازی رایانه‌ای با تهییج کنندگی پایین، خط پایه دوم، خط پایه سوم، اجرای بازی با تهییج کنندگی بالا و خط پایه چهارم مورد سنجش قرار گرفت و سپس داده‌ها با استفاده از آزمون اندازه‌گیری‌های مکرر تجزیه و تحلیل شد. نتایج به دست آمده از آزمون‌های پژوهش، افزایش معناداری را در میزان رسانش پوستی شرکت‌کنندگان، طی مراحل مداخلۀ اول و دوم، نسبت به مراحل خط پایه نشان داد. نتایج نشان می‌دهند بازی رایانه‌ایِ با تهییج‌کنندگی بالا، تأثیر بیشتری در بالا بردن سطح انگیختگی شرکت‌کنندگان نسبت به بازیِ با تهییج‌کنندگی پایین دارد.
کلیدواژه‌ها

عنوان مقاله English

The effects of computer games with high (Call of Duty) and low (Angry Birds) stimulating rate on the biological arousal levels in boys

نویسندگان English

Maryam Taghavi Jelodar 1
Hamid Poursharifi 2
Mohammad Ali Nazari 3
Hasan Shahrokhi 4
1 Alzahra University
2 University of Tabriz
3 University of Tabriz
4 Razi Hospital
چکیده English

The aim of this study was to investigate the effects of computer games with different stimulating on arousal levels in 8 to 12 years old boys using SCL index and SAM test and the method of the study is quasi-experimental design. The population consisted of all boys 8 to 12 years old at region 4 Education in Tabriz (2011-2012). The sample included 15 boys whom were selected through random sampling method. The arousal levels of participants measured via Skin Conductance Level (SCL), as a physiologic index, in 6 steps including: first baseline, first intervention (Playing the computer game with low stimulating), second baseline, third baseline, second intervention (Playing the computer game with high stimulating) and fourth baseline. In order to analyze the data, repeated measure ANOVA was used.The results showed that the levels of SCL in participants remarkably increased during the interventions phases compared with baselines phases. According to the findings of the study, computer game with high stimulating rate is more effective in raising arousal level in participants than low stimulating game.

کلیدواژه‌ها English

Arousal
skin conductance levels
computer games
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