Background and objectives : The effect of computer games has been agenda between scientists, producers, scientific members of universities, media, historians, psychologists and sociologists.
Increasing production of these games and their complexity have risen their popularity. Video-computer and games are cultural products and are considered as public media and hence are of great social importance and for many children and teenagers, these games are regarded as first step to enter computer technology world. The present study has been conducted with the purpose of surveying the relationship between computer games and intelligence coefficient, emotional intelligence and social intelligence of yasouj city students.
Methods and Technics : The present study was an Analytical-descriptive study, target community of which was all secondary school students of yasouj city among whom, 200 people were selected by using two-stage sampling method.
Data collecting tools used in the study were : cognitive intelligencequestionnaires of Rion, social intelligencequestionnaires of Tromsu, emotional intelligencequestionnaires of Shoot and variables related to computer games and demographic.
Analysis of the data was performed by Using SPSS Software version 22, independent T statistical tests, Unilateral variance analysis and Pierson coherence coefficient.
Findings : 118 of the studied students were male (59%).
Kind of computer games had a significant relationship with gender of the students. Social intelligence had a significant relationship with the hours spent for computer games, but cognitive and emotional intelligences had no significant relationship with hours spent on computer games.
Kind of games and Cognitive intelligence of students did not have significant relationship, but the games had a significant relationship with social and emotional intelligences. Students' gender had significant relationship with their social intelligence but not with their cognitive and emotional intelligences.
The rate of hours spent on computer games did not have significant relationship with the gender of students.
Conclusion : Findings of the research showed that there has been a significant relationship between intelligence coefficient, social intelligence and emotional intelligence.
Kind of games had also a relationship with gender of the students, in a way that males are interested more in action and violent games while females are interested more in social games.
Findings of the preset study are congruent with that of similar studies.