Comparing Willingness to Communicate among Adolescents Interested in Different Styles of Computer Games
Subject Areas : psycology
Roghieh Nooripour Liavoli
1
(Ph.D. Student of Counseling, Alzahra University, Tehran, Iran)
Mohammad Ali Fardin
2
(Ph.D. Student of Educational Psychology, Zahedan Branch, Islamic Azad University, Zahedan, Iran)
Mahmoud Shirazi
3
(Associate Professor, Department of Psychology, University of Sistan and Baluchestan, Zahedan, Iran)
Gholam Ali Afrooz
4
(Full Professor, Department of Psychology and Education of Exceptional Children, University of Tehran, Tehran, Iran)
Mehdi Dehestani
5
(Associate Professor, Department of Psychology, Payame Noor University, Tehran, Iran)
Keywords: willingness to communicate, computer game, styles of game,
Abstract :
The present study was aimed to compare willingness to communicate among adolescents interested in different styles of computer games. The method of this study was descriptive and casual-comparative design. Statistical population included all boy adolescents and youths who referred to all of 25 Internet gaming cafés in Zahedan in 2015. Sampling method was multi-stage cluster sampling which 8 Internet gaming cafés were selected randomly among all of Internet gaming cafés and then among all of referred people to them 156 individuals were selected by using simple random sampling (sortation). McCroskey’s Willingness to Communicate Scale was used to collect data. The results of one way ANOVA indicated that there was significant differences between willingness to communicate in different groups interested in styles of computer games (extensive online team, individual and combined games) (P≤0.01). In this regard, those who were interested in extensive online team and combined games were more willing to communicate in comparison of those who were interested in individual games. Also, results released that subjects who chose both Internet gaming cafés and house as places to play were more willing to communicate compared to those who only selected their houses to play. Therefore, results of this study showed that each of the styles of computer games can have tremendous effect on audience.
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