The mediating role of Sensation Seeking in the relationship between Time Perspective with Video-Computer Games Addiction in high school boy students

Document Type : Research Paper

Authors

1 Ph.D in Psychology, Faculty of Psychology and Educational Sciences, University of Mohaghegh Ardabili, Ardabil, Iran

2 Professor, Department of Psychology, University of Mohaghegh Ardabili, Ardabil, Iran

3 Professor, Department of Psychology, University of Mohaghegh Ardabili , Ardabil, Iran

4 Distinguished Professor, Department of Psychology, University of Mohaghegh Ardabili , Ardabil, Iran

10.22098/jsp.2024.6715.4027

Abstract

Objective: The purpose of the present study is to investigate the mediation role of sensation-seeking in the relationship between time perspective with video-computer games Addiction in high school boy students.
Methods: The method of this study was descriptive-correlational. The statistical population of the study was all boy students of the first grade of high school in Tehran in the academic year 2018-2019 and the sample size consisted of 405 students who were selected through multistage cluster random sampling.  The data were collected using video-computer games Addiction scale of Anuthawarn, time perspective scale of Zimbardo and sensation-seeking scale of Arnett. Data were analyzed using Pearson correlation, regression and path analysis.
Results: The results showed that positive past, negative past, hedonistic present and future orientation (respectively with 0/143, 0/286, 0/246, 0/198) affect on sensation-seeking and (respectively with -0/236, 0/197, 0/135, -0/152) affect on video-computer games Addiction, on the other hand, sensation-seeking (0/285) affect on video-computer games Addiction. According to the findings, it can be said that sensation-seeking mediates the relationship between positive past, negative past, hedonistic present and future orientation with video-computer games Addiction.
Conclusion: Different dimensions of time perspective have an affect on video-computer games Addiction both directly and indirectly through sensation-seeking. Thus, changing or reinforcing people's attitudes toward their experiences in different dimensions of time can reduce the level of video-game addiction among them.

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