Video oyunlarının çocuklarda şeker tüketimi miktarı, stres düzeyi ve bruksizme etkilerinin değerlendirilmesi
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Tarih
2024
Yazarlar
Dergi Başlığı
Dergi ISSN
Cilt Başlığı
Yayıncı
Kırıkkale Üniversitesi
Erişim Hakkı
info:eu-repo/semantics/openAccess
Özet
Çalışmamızda, video oyunu oynayan ve oynamayan çocuklarda şeker tüketimi miktarı, stres düzeyi ve bruksizmin karşılaştırmalı olarak incelenmesi ve farklı türdeki video oyunlarının bu değişkenlere olası etkilerinin değerlendirilmesi amaçlanmıştır. Bu çalışmaya, oyun oynayan ve oynamayan şeklinde alt gruplar oluşturularak yaşları 8-15 arasında değişen toplam 383 hasta (195 kız, 188 erkek) dahil edilmiştir. Araştırma verilerinin toplanması amacıyla, bireylerden velileri ile birlikte kişisel bilgileri içeren sosyodemografik veri anketi, video oyunu oynama düzeyini ölçmek için Video Oyunu Oynama Alışkanlıkları Anketi, şeker tüketimini tespit etmek için Şeker Tüketim Alışkanlığı Anketi ve stres seviyesini ölçmek için Stres Düzeyi Anketi sorularını cevaplamaları istenmiştir. Hastaların klinik muayenesinde bruksizm tanısı için AASM'nin (2014) belirlemiş olduğu tanı kriterleri kullanılmıştır. Erkeklerin oyun oynama oranı, kızlara göre istatistiksel olarak anlamlı derecede yüksek bulunmuştur. Ayrıca, şiddet ve rekabet içeren oyunları erkeklerin, kızlara göre daha fazla tercih ettiği belirlenmiştir. Oyun oynayan ve oynamayanların haftalık ekmek, tahıl, cips, süt ürünü ve tatlı tüketimi farklılık gösterirken (p<0,05), meyve ve sebze tüketimi benzerlik göstermiştir. Oyun oynamayanlar, oynayanlara göre daha yüksek negatif skorlama puanı göstermiştir (p<0,05). Bruksizmi olan çocuklarda oyun oynama oranı yüksek bulunmuş, ayrıca şiddet ve rekabet içeren oyun oynama oranı istatistiksel olarak anlamlı derecede yüksek bulunmuştur (p<0,05) (Tablo 4.10). Rekabet içermeyen ve içeren oyun oynayanlarda haftalık ekmek, cips, tatlı, meyve ve sebze tüketimi istatistiksel olarak anlamlı farklılık gösterirken (p<0,05), tahıl ve süt tüketimi benzerlik göstermiştir (p>0,05). Şiddet içermeyen ve içeren oyun oynayanlarda haftalık ekmek, tahıl, tatlı tüketimi istatistiksel olarak anlamlı farklılık gösterirken (p<0,05), süt, meyve ve sebze tüketimi benzerlik göstermiştir (p>0,05). Şiddet ve rekabet içermeyen oyun oynayanlar, daha yüksek negatif skorlama puanı göstermiştir (p<0,05). Oyun oynama süreleri arttıkça, çocukların daha sık süt ürünü tükettiği gözlenmiştir (p<0,05). Bir saatten az oynayanlar, 1-3 saat oynayanlara göre; 1-3 saat oynayanlar da 3 saatten fazla oynayanlara göre negatif yönde daha yüksek stres puanı göstermiştir (p<0,05). Bruksizmi olanlarda oyun süresi yüksek düzeydedir (p<0,05). i Bu çalışmanın sonuçları, video oyunu oynama davranışının çocuklarda stres, bruksizm ve şeker tüketimini artırdığını göstermektedir. Ayrıca, oyun türlerinin bu değişkenler üzerinde etkili olduğu sonucuna varılmıştır. Anahtar Kelimeler: Video oyunu, stres düzeyi, şeker tüketimi, çocuklar, bruksizm.
Our study aimed to comparatively examine sugar consumption, stress levels, and bruxism in children who play and do not play video games, and to evaluate the possible effects of different types of video games on these variables. A total of 383 patients (195 girls, 188 boys) aged between 8 and 15 were included in the study, divided into subgroups of those who play and do not play games. To collect research data, participants were asked to answer a sociodemographic data questionnaire containing personal information with their parents, the Video Game Playing Habits Questionnaire to measure the level of video game playing, the Sugar Consumption Habits Questionnaire to determine sugar consumption, and the Stress Level Questionnaire to measure stress levels. The diagnosis of bruxism in the clinical examination of the patients was based on the diagnostic criteria established by the AASM (2014). It was found that the rate of playing games among boys was statistically significantly higher compared to girls. Additionally, boys were found to prefer violent and competitive games more than girls. There were differences in the weekly consumption of bread, cereals, chips, dairy products, and sweets between those who play and do not play games (p<0.05), while fruit and vegetable consumption showed similarities. Non- gamers showed higher negative scoring compared to gamers (p<0.05). The rate of game playing was found to be high in children with bruxism, and the rate of playing violent and competitive games was statistically significantly higher (p<0.05) (Table 4.10). There were statistically significant differences in the weekly consumption of bread, chips, sweets, fruits, and vegetables among those who play competitive and non-competitive games (p<0.05), while cereal and dairy consumption showed similarities (p>0.05). In those who play violent and non-violent games, there were statistically significant differences in weekly bread, cereal, and sweets consumption (p<0.05), while dairy, fruit, and vegetable consumption showed similarities (p>0.05). Those who play non-violent and non-competitive games showed higher negative scoring (p<0.05). As game playing time increased, it was observed that children consumed dairy products more frequently (p<0.05). Those who played for less than an hour showed higher negative stress scores compared to those who played for 1-3 hours; similarly, those who played for 1-3 hours showed higher scores compared to those who played for more than 3 hours (p<0.05). Game playing time was significantly higher in those with bruxism (p<0.05). iii The results of this study indicate that video gaming behavior increases stress, bruxism, and sugar consumption in children. Additionally, it has been concluded that game types have an impact on these variables. Keywords: Video games, stress levels, sugar consumption, children, bruxism.
Our study aimed to comparatively examine sugar consumption, stress levels, and bruxism in children who play and do not play video games, and to evaluate the possible effects of different types of video games on these variables. A total of 383 patients (195 girls, 188 boys) aged between 8 and 15 were included in the study, divided into subgroups of those who play and do not play games. To collect research data, participants were asked to answer a sociodemographic data questionnaire containing personal information with their parents, the Video Game Playing Habits Questionnaire to measure the level of video game playing, the Sugar Consumption Habits Questionnaire to determine sugar consumption, and the Stress Level Questionnaire to measure stress levels. The diagnosis of bruxism in the clinical examination of the patients was based on the diagnostic criteria established by the AASM (2014). It was found that the rate of playing games among boys was statistically significantly higher compared to girls. Additionally, boys were found to prefer violent and competitive games more than girls. There were differences in the weekly consumption of bread, cereals, chips, dairy products, and sweets between those who play and do not play games (p<0.05), while fruit and vegetable consumption showed similarities. Non- gamers showed higher negative scoring compared to gamers (p<0.05). The rate of game playing was found to be high in children with bruxism, and the rate of playing violent and competitive games was statistically significantly higher (p<0.05) (Table 4.10). There were statistically significant differences in the weekly consumption of bread, chips, sweets, fruits, and vegetables among those who play competitive and non-competitive games (p<0.05), while cereal and dairy consumption showed similarities (p>0.05). In those who play violent and non-violent games, there were statistically significant differences in weekly bread, cereal, and sweets consumption (p<0.05), while dairy, fruit, and vegetable consumption showed similarities (p>0.05). Those who play non-violent and non-competitive games showed higher negative scoring (p<0.05). As game playing time increased, it was observed that children consumed dairy products more frequently (p<0.05). Those who played for less than an hour showed higher negative stress scores compared to those who played for 1-3 hours; similarly, those who played for 1-3 hours showed higher scores compared to those who played for more than 3 hours (p<0.05). Game playing time was significantly higher in those with bruxism (p<0.05). iii The results of this study indicate that video gaming behavior increases stress, bruxism, and sugar consumption in children. Additionally, it has been concluded that game types have an impact on these variables. Keywords: Video games, stress levels, sugar consumption, children, bruxism.
Açıklama
Diş Hekimliği Fakültesi, Pedodonti Ana Bilim Dalı
Anahtar Kelimeler
Diş Hekimliği, Dentistry