The Digital Playground: Impact of Electronic Games on the Health, Behavior, and Academic Performance of Children in Benghazi, Libya in 2025

Authors

  • Amenh B Yousif University of Benghazi
  • Basma Wanis Madi The Higher Institute of Engineering Technologies, Benghazi, Libya.
  • Hamad A. Mustafa Department of Radiology, College of Medical Technology, Benghazi, Libya
  • Abdelsalam Abuzreda The Higher Institute of Engineering Techniques, and College of Medical Technology, Benghazi, Libya.
  • Mohammed Mustafa Buzaridah General department, College of Medical Technology, Benghazi. Libya.

Keywords:

Electronic games, children, academic performance, sleep disorders, behavioral problems, IT‑related factors, device usage,, internet connectivity, parental digital literacy

Abstract

Advanced digital technologies, despite their many benefits, have raised growing concerns about adverse effects on children's physical health, mental well-being, and social development. Electronic games are one of the most widely used and potentially harmful forms of digital entertainment. This study aimed to assess the potential adverse effects of excessive electronic gaming on children's physical health, social behavior, sleep patterns, and academic performance in Benghazi, Libya. A cross-sectional study was conducted among 653 parents and relatives (aunts/uncles) of children aged 3-15 years. Data were collected using a Google Form questionnaire that covered demographics, gaming habits, parental control measures, observed effects on health, behavior, and schoolwork, as well as device types, internet connectivity, and technical protection measures. The majority of children played action or adventure games (58.2%) and fighting games (42.4%). About (34.6%) played games for more than 4 hours a day. Many parents admit that their children had health problems, like eye strain (30.9%), trouble sleeping (31.2%), and neck or back pain (14.5%). When it came to social behavior, 31.1% of parents noticed their child was more easily irritated or aggressive. The most common problems were homework delay (32.0%) and losing interest in studying (38.7%). It is recommended that that parents need more guidance on how to strike a healthier balance with technology for their children.

Author Biographies

Amenh B Yousif, University of Benghazi

Department of Family and Community Medicine. Faculty of Medicine, University of Benghazi. Libya.

Basma Wanis Madi, The Higher Institute of Engineering Technologies, Benghazi, Libya.

The Higher Institute of Engineering Technologies, Benghazi, Libya.

Hamad A. Mustafa, Department of Radiology, College of Medical Technology, Benghazi, Libya

Department of Radiology, College of Medical Technology, Benghazi, Libya

Abdelsalam Abuzreda, The Higher Institute of Engineering Techniques, and College of Medical Technology, Benghazi, Libya.

Health, Safety, and Environmental Department, Arabian Gulf Oil Company (AGOCO), The Higher Institute of Engineering Techniques, and College of Medical Technology, Benghazi, Libya.

Mohammed Mustafa Buzaridah, General department, College of Medical Technology, Benghazi. Libya.

General department, College of Medical Technology, Benghazi. Libya.

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Published

2026-06-14

How to Cite

B Yousif, A., Wanis Madi, B. ., A. Mustafa, H. ., Abuzreda, A. ., & Mustafa Buzaridah, M. . (2026). The Digital Playground: Impact of Electronic Games on the Health, Behavior, and Academic Performance of Children in Benghazi, Libya in 2025. Advanced Technologies Journal of University of Benghazi, 1(1), 66–79. Retrieved from https://journals.uob.edu.ly/index.php/ATJUOB/article/view/7776

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Original Article