با همکاری مشترک دانشگاه پیام نور و انجمن روانشناسی اجتماعی ایران

نوع مقاله : مقاله پژوهشی

نویسندگان

1 دانشجو کارشناسی ارشد مددکاری اجتماعی، موسسه آموزش عالی حکمت رضوی، مشهد، ایران.

2 استادیار، گروه مددکاری اجتماعی، موسسه آموزش عالی حکمت رضوی، مشهد، ایران.

3 استادیار، موسسه آموزش عالی حکمت رضوی، مشهد، ایران.

10.30473/sc.2025.73959.3054

چکیده

پژوهش حاضر با هدف پیش‌بینی اعتیاد به بازی‌های رایانه‌ای بر اساس متغیرهای اعتمادبه‌نفس و طرد اجتماعی در دختران نوجوان شهر مشهد انجام گرفت. این پژوهش از نوع توصیفی-همبستگی و از نظر هدف، کاربردی بود. جامعه آماری پژوهش حاضر شامل تمامی دانش‌آموزان دختر 16-18 سال مقطع متوسطه‌ی دوره‌ی دوم شهر مشهد در سال تحصیلی ۱۴۰3-۱۴۰4 بود که از میان آنها ۳۱۰ نفر با روش نمونه‌گیری خوشه‌ای انتخاب و مورد آزمون قرار گرفتند. برای جمع‌آوری اطلاعات از پرسشنامه‌ی اعتیاد به بازی‌های رایانه‌ای وانگ و چانگ (۲۰۰۲)، پرسشنامه‌ی اعتمادبه‌نفس مرادی و همکاران (1393) و پرسشنامه‌ی طرد اجتماعی هوف و رومن (۲۰۱۱) استفاده گردید. داده‌ها با استفاده از نرم‌افزار SPSS نسخه‌ی ۲۶ مورد تجزیه و تحلیل قرار گرفتند. در بخش توصیفی، از شاخص‌های میانگین، انحراف معیار، کجی و کشیدگی، و در بخش استنباطی از رگرسیون خطی گام‌به‌گام و ضریب همبستگی پیرسون استفاده شد. نتایج به‌دست‌آمده نشان داد که طرد اجتماعی به‌تنهایی ۳۷٪ از واریانس اعتیاد به بازی‌های رایانه ر‌ا تبیین می‌کند و بین اعتیاد به بازی‌های رایانه‌ای با اعتمادبه‌نفس و طرد اجتماعی رابطه‌ی مثبت و معناداری وجود دارد و این دو متغیر در مجموع توانستند ۴۳ درصد از واریانس اعتیاد به بازی‌های رایانه‌ای را پیش‌بینی کنند (43/0=R2)، همچنین اعتیاد به بازی‌های رایانه‌ای بر اساس متغیرهای اعتمادبه‌نفس و طرد اجتماعی قابل پیش‌بینی است (781/118 = F و 001/0 > P). اعتمادبه‌نفس و طرد اجتماعی دو مؤلفه‌ی مهم و تأثیرگذار بر اعتیاد به بازی‌های رایانه‌ای هستند که باید مورد توجه ویژه قرار گیرند. بنابراین، مشاوران مدارس و روان‌شناسان حوزه‌ی نوجوان بهتر است در مواجهه با مسئله‌ی اعتیاد به بازی‌های رایانه‌ای، به این دو متغیر توجه بیشتری داشته باشند.

کلیدواژه‌ها

موضوعات

عنوان مقاله [English]

Predicting Video Game Addiction Based on Self-Confidence and Social Exclusion Among Adolescent Girls

نویسندگان [English]

  • Seyedeh Zahra Hosseini chaleshtari 1
  • Ghasem Ghojavand 2
  • Jafar Talebian sharif 3

1 Master's Student in Social Work, Hekmat Razavi Institute of Higher Education, Mashhad, Iran.

2 Assistant Professor, Department of Social Work, Hekmat Razavi Institute of Higher Education, Mashhad, Iran.

3 Assistant Professor, Hekmat Razavi Institute of Higher Education, Mashhad, Iran.

چکیده [English]

This study aimed to predict video game addiction based on the variables of self-confidence and social exclusion among adolescent girls in Mashhad. The research employed a descriptive-correlational design with an applied purpose. The statistical population comprised all female high school students aged 16-18 in Mashhad during the 2024-2025 academic year. A sample of 310 participants was selected through cluster sampling. Data collection instruments included Wang and Chang’s (2022) Video Game Addiction Questionnaire, Moradi et al.’s (2024) Self-confidence Questionnaire, Hof and Roman’s (2011) Social Exclusion Questionnaire. Data analysis was performed using SPSS version 26. Descriptive statistics (mean, standard deviation, skewness, and kurtosis) were calculated, while inferential analysis employed stepwise linear regression and Pearson’s correlation coefficient. The results revealed Social exclusion alone accounted for 37 percent of the variance in video game addiction (R²=0.37), A significant positive correlation was found between video game addiction and both self-confidence and social exclusion. Together, these variables predicted 43percent of video game addiction variance (R²=0.43, F=118.781, p<0.001). Video game addiction was significantly predictable based on self-confidence and social exclusion measures. The results demonstrate that both self-confidence and social exclusion serve as crucial predictive factors for video game addiction among adolescent girls. These findings suggest that School counselors and adolescent psychologists should prioritize these variables when addressing video game addiction cases, Intervention programs should focus on enhancing self-confidence while reducing social exclusion experiences, Preventive strategies need to incorporate both psychological and social dimensions.

کلیدواژه‌ها [English]

  • Video game addiction
  • Self-confidence
  • Social exclusion
  • Adolescent girls
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