Electronic game play and school performance of adolescents in southern Thailand. Jaruratanasirikul, S., Wongwaitaweewong, K., & Sangsupawanich, P. Cyberpsychology & behavior : the impact of the Internet, multimedia and virtual reality on behavior and society, 12(5):509–12, 2009. Jaruratanasirikul, Somchit. Department of Pediatrics, Prince of Songkla University, Hat-Yai, Songkla, Thailand. somchit.j@psu.ac.th
doi  abstract   bibtex   
Increasing exposure of children and adolescents to electronic media is a worldwide phenomenon, including in Thailand. To date, few studies examine electronic game play in Thai adolescents. Our research describes the prevalence of electronic game play and examines associations between the time spent engaged in electronic game play and school performance of adolescents in Hat-Yai municipality. A cross-sectional study was conducted among 1,492 adolescents from four secondary schools and one commercial college from January through March 2007, using questionnaires for collecting information about demographic data, school grades, and electronic game play behaviors. The prevalence of electronic game play was 75% in boys and 59% in girls. Twenty-two percent of boys and 8.7% of girls played electronic games every day with more than 2 hours per session. The two most common places of game play were at game shops (71%), followed by at their own home (70%). Using linear regression analysis, the "low user or less than 2 hours per session" game players and females were less likely to have school grades below 3.00 with adjusted odds ratios of 0.44 (95% CI 0.25-0.80, p = 0.004) and 0.49 (95% CI 0.30-0.76, p = 0.005) respectively. This study finds that excessive playing of electronic games is associated with school grades below 3.00.
@article{jaruratanasirikul_electronic_2009,
	title = {Electronic game play and school performance of adolescents in southern {Thailand}.},
	volume = {12},
	issn = {1557-8364},
	doi = {10.1089/cpb.2009.0035},
	abstract = {Increasing exposure of children and adolescents to electronic media is a worldwide phenomenon, including in Thailand. To date, few studies examine electronic game play in Thai adolescents. Our research describes the prevalence of electronic game play and examines associations between the time spent engaged in electronic game play and school performance of adolescents in Hat-Yai municipality. A cross-sectional study was conducted among 1,492 adolescents from four secondary schools and one commercial college from January through March 2007, using questionnaires for collecting information about demographic data, school grades, and electronic game play behaviors. The prevalence of electronic game play was 75\% in boys and 59\% in girls. Twenty-two percent of boys and 8.7\% of girls played electronic games every day with more than 2 hours per session. The two most common places of game play were at game shops (71\%), followed by at their own home (70\%). Using linear regression analysis, the "low user or less than 2 hours per session" game players and females were less likely to have school grades below 3.00 with adjusted odds ratios of 0.44 (95\% CI 0.25-0.80, p = 0.004) and 0.49 (95\% CI 0.30-0.76, p = 0.005) respectively. This study finds that excessive playing of electronic games is associated with school grades below 3.00.},
	number = {5},
	journal = {Cyberpsychology \& behavior : the impact of the Internet, multimedia and virtual reality on behavior and society},
	author = {Jaruratanasirikul, Somchit and Wongwaitaweewong, Kanjarut and Sangsupawanich, Pasuree},
	year = {2009},
	note = {Jaruratanasirikul, Somchit. Department of Pediatrics, Prince of Songkla University, Hat-Yai, Songkla, Thailand. somchit.j@psu.ac.th},
	keywords = {*Educational Status, *Play and Playthings/px [Psychology], *Psychology, Adolescent, *Video Games/px [Psychology], Adolescent, Age Factors, Analysis of Variance, Cross-Sectional Studies, Female, Humans, Male, Regression Analysis, Video Games/sn [Statistics \& Numerical Data], Young Adult},
	pages = {509--12},
}

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