Developing a Sustainable Environment Based on Augmented Reality to Educate Adolescents about the Dangers of Electronic Gaming Addiction
Abstract
:1. Introduction
- (RQ1): What is the effect of SEBAR on adolescents’ awareness of the DEGA?
- (RQ2) How do adolescents perceive the role of SEBAR in raising their awareness of the DEGA?
- (H1) There is a statistically significant difference (α ≥ 0.05) between the mean scores of students’ achievement in the experimental group that uses the SEBAR and the mean scores of students’ achievement in the control group that uses the normal environment following the measurement of risk awareness of the addiction to EGA, which is due to the effect of AR.
2. Literature Review
2.1. Augmented Reality (AR)
- Layers of real information, which are physical contents that may be real or printed in the form of images, logos, or barcodes, to which the mobile phone camera is pointed in order to generate virtual layers.
- Layers of virtual information that are digital objects attached to the real layer, recalled and displayed on the mobile phone once the real layer is scanned by any AR application.
2.2. Electronic Gaming Addiction (EGA)
- Salience, whereby gaming becomes the most important activity in a teenager’s life and controls his thinking (preoccupation), feelings (cravings), and behavior (excessive use).
- Mood modification, in the past known as euphoria, caused by a certain activity and can be an adolescents’ self-experiences reported as a result of participating in games. It can also include calming and/or relaxing feelings related to escape from reality.
- Tolerance is the process by which a teenager starts playing games more often, which gradually increases the amount of time he spends on gaming.
- Withdrawal that indicates the unpleasant emotions and/or physical effects that appear when playing abruptly decreases or stops. Withdrawal consists mostly of mood swings and irritability, but it may also include physiological symptoms, such as shakiness.
- Relapse, which means the tendency to return frequently and quickly to previous excessive playing patterns after periods of abstinence or control.
- Conflict, which includes all interpersonal conflicts resulting from excessive play and conflicts between the player and people around him. These conflicts may include arguments and negligence, as well as lies and deception.
3. Methodology
3.1. Approach
3.2. Design
3.3. Participants
3.3.1. Participants in the Quantitative Experiment
3.3.2. Participants in the Qualitative Experiment
3.4. Quantitative and Qualitative Instruments
3.4.1. Electronic Gaming Addiction Scale (EGAS)
3.4.2. Awareness Test of the DEGA
3.4.3. Semi-Structured Interview
- What do you think about the possibility of taking advantage of AR technology in enhancing awareness about the dangerous effects of EGA?
- How has the AR helped you to become aware of the harms of EGA?
- What do you think about using AR as a tool to face the difficulties associated with making a decision to quit EGA?
- How did you use the AR tools to improve your understanding of the DEGA?
3.5. Procedures
3.5.1. Instructional Design for the Research Treatment
3.5.2. Qualitative Procedures
4. Results
4.1. Results Related to the First Question
4.2. Findings Related to the Second Question
5. Discussion
5.1. The Role of SEBAR in Promoting Self-Awareness to Discover the DEGA
“Augmented reality technology helped me understand the dangers and indicators of addiction and the way I evaluate myself on the electronic gaming addiction scale”.(A3)
“Through the application of augmented reality, I was able to identify what is meant by conflict, withdrawal and relapse, and this will help me identify the dangers of addiction and also how to avoid it”.(A1)
“The AR application that we used is very easy to use and helped us to use the application more than once to interact with the content that was presented in a good way to draw our attention to all the dangers of addiction. The application was so good that it helped us to reach the required content immediately through the virtual layers”.(A6)
5.2. The Role of SEBAR in Promoting the Mechanisms of Coping with the DEGA
“Augmented reality enabled me to understand the mechanisms of coping with the danger of addiction, so I will apply everything I learned to overcome gaming addiction because non-confrontation causes me severe damage”.(A4)
“The augmented reality technology helped me to identify the dangers of addiction and the methods of confronting it effectively. The content used was very convincing to me as I could identify the mechanisms by which I can combat the dangers of electronic gaming addiction”.(A6)
“The application of AR presented the content in an interactive way, which made me and my friends immersed in interacting with the content and being attracted to it and benefiting from all the content that was displayed, especially since these contents were detailed and presented in attractive forms that helped me to be aware of all the DEGA”.(A5)
5.3. The Role of SEBAR in Promoting Planning Practices for the Proper Coping with Games and Danger Avoidance
“Augmented reality empowered me to plan to avoid damages related to electronic gaming that I was playing. It also helped me to properly use the games later”.(A3)
“Augmented reality helped me use electronic games properly and avoid the hygienic and physical harms and family problems they could cause to me”.(A1)
“The application of AR was rich in multimedia. We were enjoying the contents that were presented through the application and we were immersed and engaged with all the contents that were presented to us because it assisted us in forming a complete picture of the mechanisms of dealing with EGA. The application made us able to plan to confront EGA”.(A2)
6. Limitations
- Adolescent students in the experimental group were difficult to isolate from their school peers because SEBAR is mostly an open environment. However, permission to use the devices inside the school was given to adolescent students within the experimental group with some restrictions and during extra-curricular activities to reduce the impact of the interaction.
- The control group was from another school so that no kind of interaction would affect the study output.
- The age of participant students ranged between 15 and 18 years old, chosen from the first, second, and third secondary grades as it was difficult to obtain an appropriate sample size from one class.
- Perhaps future studies could discuss the impact of the difference between junior and senior high school in interacting with SEBAR and its impact on students’ awareness.
- The research team was unable to implement the study experiment in a mixed sample of male and female students due to the nature of the segregation of schools here, which are intended for either females or males. We suggest that future studies conduct studies examining AR-based sustainable environments on mixed samples of male and female participants.
7. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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Psychological Risks | Health Risks | Social Risks | Educational Risks | Ethical Risks |
---|---|---|---|---|
Reliability | Food disorders | Social isolation | Deterioration of academic level | Perturbation of values |
Conflict | Sleep disorders | Family life disruption | Loss of educational motivation | Mental disorder |
Mood changes | Constant fatigue | Neglecting family duties | Inability to manage time | Irresponsibility |
Psychological tension | Visual impairment | Identity disorder | Difficulty performing duties | Neglecting religious rituals |
Absent-mindedness | Physical pain | Retinal regression | Lack of collection | Disrespect for privacy |
Poor self-control | Physical weakness | Difficulty remembering | Engaging in negative behaviors | |
Depression and anxiety |
N | Social Networks | Code | Medium | Percentage | Rank |
---|---|---|---|---|---|
1 | Fortnite | PlayStation | 97.52% | 1 | |
2 | Fifa 22 | PlayStation | 93.44% | 2 | |
3 | Pubg | Mobile | 92.55% | 3 | |
4 | Call of Duty | PlayStation | 91.67% | 4 | |
5 | Uncharted | PlayStation | 90.21% | 5 |
Experimental Group SEBAR | Control Group Use of Normal Environment |
---|---|
|
|
Group | N | Mean | SD | T.Value | Df | Sig. |
---|---|---|---|---|---|---|
G1: SEBAR | 45 | 28.49 | 1.16 | 33.45 | 73 | 0.000 |
G2: Normal environment | 30 | 18.87 | 1.31 |
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Najmi, A.H.; Alhalafawy, W.S.; Zaki, M.Z.T. Developing a Sustainable Environment Based on Augmented Reality to Educate Adolescents about the Dangers of Electronic Gaming Addiction. Sustainability 2023, 15, 3185. https://doi.org/10.3390/su15043185
Najmi AH, Alhalafawy WS, Zaki MZT. Developing a Sustainable Environment Based on Augmented Reality to Educate Adolescents about the Dangers of Electronic Gaming Addiction. Sustainability. 2023; 15(4):3185. https://doi.org/10.3390/su15043185
Chicago/Turabian StyleNajmi, Ali Hassan, Waleed Salim Alhalafawy, and Marwa Zaki Tawfiq Zaki. 2023. "Developing a Sustainable Environment Based on Augmented Reality to Educate Adolescents about the Dangers of Electronic Gaming Addiction" Sustainability 15, no. 4: 3185. https://doi.org/10.3390/su15043185
APA StyleNajmi, A. H., Alhalafawy, W. S., & Zaki, M. Z. T. (2023). Developing a Sustainable Environment Based on Augmented Reality to Educate Adolescents about the Dangers of Electronic Gaming Addiction. Sustainability, 15(4), 3185. https://doi.org/10.3390/su15043185