TY  - JOUR
T1  - Applying the Theory of Planned Behavior to Computer Game Addiction of Adolescents
AU - Ebrahimipour, Hossein AU - Najar, Ali Vafaee AU - Tehrani, Hadi AU - Masih-Abadi, Maryam AU - Rezai-Rad, Majid 
JO  - Research Journal of Applied Sciences
VL  - 12
IS  - 3
SP  - 324
EP  - 329
PY  - 2017
DA  - 2001/08/19
SN  - 1815-932x
DO  - rjasci.2017.324.329
UR  - https://makhillpublications.co/view-article.php?doi=rjasci.2017.324.329
KW  - Games
KW  -interventions
KW  -behavioral health
KW  -participants
KW  -control groups
KW  -questionnaires
AB  - Social and emotional problems are critical features associated with excessive dependence on
computer games. In this study, we applied the Theory of Planned Behavior (TPB) to computer game addiction
in adolescents of Iran. This was a repeated-measures quasi-experimental study performed on 120 adolescents
who were the steady customers of video game clubs and were diagnosed with computer game addiction. A
self-administered questionnaire consistent with the TPB constructs as well as game addiction scales for
teenagers was used for data collection. The questionnaires were filled out by participants at two stages-before
and 6 months after the intervention. The validity and reliability of the questionnaire were evaluated through
content validity and test-retest method, respectively. The data were analyzed using t, regression,
Mann-Whitney, Chi-square and Wilcoxon tests through SPSS 20 at the significance level of 0.05. The results
showed that intervention and control groups were significantly different in terms of the mean score of
behavioral intention, subjective norm; perceive behavioral control and computer game dependence after the
intervention (p = 0.05). The results of this study showed that the intervention is based on the theory of planned
behavior can help alleviate computer game dependence in teenagers. The limitations of this study were not
having a follow up and access to participants.
ER  - 