A QUASI-EXPERIMENTAL STUDY TO EVALUATE THE IMPACT OF A STRUCTURED INFORMATION BOOKLET ON THE AWARENESS OF VIDEO GAME-RELATED HEALTH HAZARDS AMONG ADOLESCENTS LIVING IN URBAN SLUMS OF AHMEDABAD CITY

Author Name: 1. Soniya Linet Fernandes , 2. Dr. Vijay Singh Rawat

Volume/Issue: 04/08

Country: India

DOI NO.: 08.2020-25662434 DOI Link: https://doi-ds.org/doilink/02.2026-25649698/UIJIR

Affiliation:

  1. Ph.D Scholar, Venkteshwar College of Nursing, Sai Tirupati University, Udaipur, Rajasthan, India
  2. Principal Cum Professor, Venkteshwar College of Nursing, Sai Tirupati University, Udaipur, Rajasthan, India

ABSTRACT

Background: Video gaming has become a popular recreational activity among adolescents due to rapid technological advancement and easy access to digital devices. While moderate gaming may be harmless, excessive and uncontrolled video game use has been associated with various physical, psychological, and social health hazards. Adolescents living in urban slums are particularly vulnerable due to limited awareness, lack of parental supervision, and restricted access to structured health education. Objectives: The objectives of the study were to assess the pre-test and post-test level of awareness regarding video game-related health hazards among adolescents, to evaluate the effectiveness of a structured information booklet on their awareness, and to determine the association between pre-test awareness scores and selected demographic variables. Methods: A quantitative evaluative research approach with a quasi-experimental one-group pre-test post-test design was adopted for the study. The study was conducted among 60 adolescents aged 13–18 years residing in selected urban slums of Ahmedabad city. Non-probability purposive sampling technique was used to select the participants. Data were collected using a structured demographic questionnaire and a structured awareness questionnaire. A structured information booklet on video game-related health hazards was administered after the pre-test. The post-test was conducted after seven days. Data were analyzed using descriptive and inferential statistics. Results: The pre-test findings revealed that the majority of adolescents (60%) had poor awareness regarding video game-related health hazards. Following the intervention, a significant improvement was observed in the post-test, with 60% of adolescents demonstrating good awareness. The mean post-test awareness score was significantly higher than the mean pre- test score (p < 0.001), indicating the effectiveness of the structured information booklet. Significant associations were found between pre-test awareness scores and selected demographic variables such as age, educational status, and daily gaming duration. Conclusion: The study concluded that the structured information booklet was effective in significantly improving awareness regarding video game-related health hazards among adolescents living in urban slums. The findings emphasize the need for incorporating structured educational interventions into community health programs to promote healthy gaming practices and prevent adverse health outcomes among adolescents.

Key words: Video games, adolescents, health hazards, awareness, structured information booklet, urban slums.

No comment

Leave a Reply

Your email address will not be published. Required fields are marked *