Current situation of online gaming activity among high school students in the western area of Hai Phong city
Abstract
This study aimed to assess the current status of online game use among secondary school students in the western area of Hai Phong City. A cross-sectional survey design was employed, involving 2,195 students from grades 8 to 12. Data were collected using Kimberly Young’s Internet Gaming Addiction Scale. The collected data were analyzed using descriptive statistical methods to determine different levels of online game use among students. The results indicated that the majority of students engaged in online gaming at low to moderate levels, suggesting that online games were primarily used for entertainment and were relatively balanced with daily learning and living activities. However, a certain proportion of students reported relatively high (14.8%) and excessive (1.8%) levels of online game use, which may pose potential risks to mental health and academic performance. These findings provide important empirical evidence for the development of educational, counseling, and preventive interventions aimed at supporting healthy and appropriate use of online games among secondary school students in alignment with educational objectives.