Prevalence of Exposure to Violent Video Games and Media Among Primary School Children in Baghdad City
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Prevalence of exposure to violent video games and media among primary school children in Baghdad city Prevalence of exposure to violent video games and media among primary school children in Baghdad city Saba Dhiaa, Waleed A Tawfeeq Abstract Background: Daily exposed of children to violence portrayed in videogames and TV shows consider as a general public alarm. Objective: to determine the prevalence of children’s exposure to violent video games and media in a sample of primary school children in Baghdad city. Methods: study was conducted in Baghdad city during the period from the first of February through December 2015. A multistage probability sampling was adopted to collect 1000 student from 55 primary school. Information about favorite video games played and TV programs shows were taken through direct interview with each child. Results: the prevalence of playing video games was 94.6%, number of boys who said that they play electronic games was 664 (97.4 % of all boys) and girls 282 (88.7% of all girls) regarding (days of playing games); 64.8 % of the children were playing daily, 2.2% were playing two or three times, 3.7% once a week, 18.5% at weekend, and 8.6% play only during holidays (midyear and summer holiday). Most popular and favorite video games that played by 47.6% of boys was found to be of violent type (Grand Thief Auto GTA, open world action games) while in girls’ non-violent, simulation games (Girl games) was found in higher percentage (25.1%). Action movies reported as the favorite TVs scenes in boys and Indian drama series as the most favorites in girls. More than half of children under study were reported playing violent games and watch violent TV Boys prefer to play violent games more than girls. GTA, Call of duty and counter were their favorite’s games. Conclusion: violent video games and TV programs were prevalent among primary school children. Introduction culture, modernism, change in lifestyle and attitudes making media attracted and playing vital roles in the lives of individuals for better One of the notable changes in social or worse particularly in children (Rehman & environment in the 21st century has been the Sadruddin, 2012). daily living by television, videogames, cell In Iraq, using internet, mobile phones phones (Ray & Jat, 2010) as well as Western and electronic media had been play a big part of child daily activities as many Iraqi children Tikrit Medical Journal 2016;21(2):128-143 Prevalence of exposure to violent video games and media among primary school children in Baghdad city were encouraged to play (video games) as proportion of this media exposure includes much as they like as become a way to keep the acts of violence that are witnessed or generation away from being killed by “virtually perpetrated” (in the form of video bombings that have made the streets perilous, games) by young people (American Academy escape from these miseries and build Of Pediatrics, 2001). connections based on a shared passion , Violence in the media whether - besides that Television programs are regarded interactive media forms (Internet, computer as the viable entertainment to have some fun and video games) or passive media forms with friends and stay safe at home, as other (television, movies, videos) (Surgeon hobbies are just too dangerous because of General, 2001) has been growing in popularity terrorism (Parkin, 2013). and reaching proportions that are dangerous to Although video games are designed to children (Saleem & Anderson, 2012) as it is be entertaining, challenging, and sometimes described as a risk factor for aggressive beliefs educational, most include violent content, in and behaviors (Nelson, 2012) which killing occurs at a high rate (Gentile & It can roughly estimate that about 90% Anderson, 2003) this make children in of movies include some depictions of primary school prefer to choose these games violence, as do 68% of video games, 60% of to award points for violence against others in TV shows, and 15% of music videos (Wilson, order to improve number of scores (Kıran, 2008). 2011). Similarity, violence and aggression are Nowadays Approximately 90% of often prevalent in most of the cartoons shown children in the U.S. play video games, and on TV (Akpınar, 2004) in which actions of more than 90% of those games involve mature killing and wounding are presented as content that often includes violence ordinary acts. In addition, 24 hour broadcasts (Campbell, 2015) , 29% of gamers are under increase children’s TV viewing hours, more 18 years (Park, 2014) . TV sets in households, more channels Aim of this study is to determine the available, increased broadcasting time, greater prevalence of children’s exposure to violent burden of parents’ work with diminished video games and media in a sample of primary opportunities for interaction with their school children in Baghdad city. children leads Children spend more time with television (Nazari et al, 2012, Evans et al, Methods: This cross-sectional study was 2011, Jones et al, 2010; Orhan, 1997). A large conducted in Baghdad city during the period Tikrit Medical Journal 2016;21(2):128-143 Prevalence of exposure to violent video games and media among primary school children in Baghdad city from the first of February to the end of participants were asked to name their three December 2015 on a sample of primary school favorites video or computer games and three children age 11-13 years. A sample of 1000 favorites television shows (cartoons, movies, primary school pupils was decided to collect programs, series etc.) rating from the most to minimize the influence of chance factors. favorite to the least one. For each named The education institution in Baghdad is media product, participants were asked to rate divided into two main directorates (Al-Karkh how frequency (how many days) did he or she and Al-Russafa), each subdivided into three plays these games or watch these TV directorates which are again subdivided into programs in the last seven days. sectors, and each sector involves groups of Data collection was collected in two schools, a multistage probability sampling interrupted periods because of the summer technique was adopted by including all the six holiday 1st period from 28th February to 23rd directorates, then choosing some sectors from April 2015 while the second period started each directorate by a simple random sampling from 26th of October to 30th December 2015, technique (only the sectors within Baghdad visiting school was done on daily basis (four city were included) making a total of 55 days per week) by visiting two schools school (12 for boys, 9 for girls and 34 mixed - everyday (one in the morning shift and the boys and girls). Only students in fifth and other in afternoon shift) from (8 AM to 4.30 sixth grades were included (to ensure more PM). The number of schools included was 55 cooperation and rich outcome), those pupils (governmental schools). were collected through a systematic random Data collection was done on basis of sampling technique by choosing every other group questioning by collecting each five one in each class. pupils together in a separate room with the Study instrument: A questionnaire form was presence of their social guidance, the idea was developed by the researchers and was revised to encourage them understand and answer the and validated by the scientific committee in questions and to insure the consistency of their the Department of Family and Community answers then face-to-face interview for each medicine at Mustansiriya University. It pupil was done separately. The interview took included data about some demographic (15-20 minutes) for each pupil, 20-25 student characteristics of the sample and details about were interviewed per day. the electronic games devices. Then Similar to Statistical analysis: (Anderson & Dill’s, 2000) approach, Tikrit Medical Journal 2016;21(2):128-143 Prevalence of exposure to violent video games and media among primary school children in Baghdad city Analysis of data was carried out using the Xbox with majority of children had one game available statistical package of SPSS-22 device. (Table 1) (Statistical Packages for Social Sciences- version 22). Data were presented in simple Figure (1) revealed that the most popular measures of frequency, percentage. and favorite video games played by 47.6% of children was found to be of violent type Results (Grand Thief Auto GTA, open world action games), followed by 42% for Clash of Clans From a sum of 55 primary schools, a (strategic, non-violent games), 18.2% for Call total sample of 1000 pupils (68.2% boys and of Duty (violent, first person shooter) and 31.8% girls) was collected; of those, 43.6% 17.8% for FIFA(non-violent, simulation age 11 years old, 42.6 % age 12 years and game), other games were played in varying 13.8% were 13 years old, 56.3 % were in the proportions, while in girls’ non-violent, fifth grade and 43.7% were in sixth grade. In simulation games was found in higher respect to the occupation of father, 97.1% percentage as Girl games ; showed to play in were employers and 40.8% completed 25.1% followed by Subway 33.3% and 19.3% university, while 74% of the mothers were for Barbie. non employers (house wives) and 36.5% Figure (2) showed children favorite TV completed the primary level of education. programs, 31.3% of boys reported action Concerning exposure to video games; the movies as their favorites TVs scenes, Indian number of boys who said that they play drama series and Ben 10 reported nearly at the electronic games was 664 (97.4 % of all boys) same percentage followed by horror movies and girls 282 (88.7% of all girls) regarding while 19% of girls reported Indian drama (days of playing games); 64.8 % were playing series as the most favorites TV shows then daily, 2.2% were playing two or three times, spongy pop cartoons and Turkish drama series 3.7% once a week, 18.5% at weekend, and nearly the same percentage and followed by 8.6% play only during holidays (midyear and Disney films and Kids movies.