Abstract: Social and emotional problems are critical features associated with excessive dependence on computer games. In this study, we applied the Theory of Planned Behavior (TPB) to computer game addiction in adolescents of Iran. This was a repeated-measures quasi-experimental study performed on 120 adolescents who were the steady customers of video game clubs and were diagnosed with computer game addiction. A self-administered questionnaire consistent with the TPB constructs as well as game addiction scales for teenagers was used for data collection. The questionnaires were filled out by participants at two stages-before and 6 months after the intervention. The validity and reliability of the questionnaire were evaluated through content validity and test-retest method, respectively. The data were analyzed using t, regression, Mann-Whitney, Chi-square and Wilcoxon tests through SPSS 20 at the significance level of 0.05. The results showed that intervention and control groups were significantly different in terms of the mean score of behavioral intention, subjective norm; perceive behavioral control and computer game dependence after the intervention (p = 0.05). The results of this study showed that the intervention is based on the theory of planned behavior can help alleviate computer game dependence in teenagers. The limitations of this study were not having a follow up and access to participants.
Ali Vafaee Najar, Hossein Ebrahimipour, Hadi Tehrani, Maryam Masih-Abadi and Majid Rezai-Rad, 2017. Applying the Theory of Planned Behavior to Computer Game Addiction of Adolescents. Research Journal of Applied Sciences, 12: 324-329.