Efficacy of Positive Intervention in Reducing the Practice Of Electronic Games in Adolescent

Abstract

Abstract: In the era of electronics and smartphones, everything has become available, especially in these times, opportunities have become more available and easy to try games to spend free time and get busy and immersed in their experience, This has become a sensitive problem for all segments of society, especially the adolescent community, as it distracts them from their studies, defining their future goals and engaging in social relations. Therefore, this study aims to identify game immersion and to identify the Efficacy of (positive intervention) in reducing game immersion In adolescent. The researcher adopted game immersion scale by (Jennett, 2010), which consists of 31 items with a five alternatives for each response, as well as the positive intervention method of (Seligman & Rashid, 2013) consisting of 14 sessions; The research tools were applied to a sample of the (250) middle school students, and after analyzing scale's data by Spss, they were applied to the experiment sample consist of 10 students for an experimental design with the one experimental group and the control group with 5 individuals for each group. Parity was calculated for the groups according to the variables (students' scores on the scale of game immersion and intelligence). The results showed that positive intervention was effective in reducing game immersion in adolescents, and this was confirmed by the follow-up. And in the light of the results the researcher had reached to a group of conclusions, recommendations and suggestions.