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Prevalence of Internet Gaming Disorder Among Intermediate and High School Students in Albaha, Saudi Arabia: A Cross-Sectional Study
Background and Objectives Excessive video game use, particularly among young people, is a growing problem that poses potential serious mental health risks in many parts of the world. However, there is a lack of research on the prevalence of internet gaming disorder (IGD) in Saudi Arabia, particularl...
Autores principales: | , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Cureus
2023
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10159006/ https://www.ncbi.nlm.nih.gov/pubmed/37153233 http://dx.doi.org/10.7759/cureus.37115 |
Sumario: | Background and Objectives Excessive video game use, particularly among young people, is a growing problem that poses potential serious mental health risks in many parts of the world. However, there is a lack of research on the prevalence of internet gaming disorder (IGD) in Saudi Arabia, particularly in Albaha region. The objective of this study was to determine the prevalence of IGD among a sample of intermediate and high school students in Albaha and to identify potential factors associated with the development of the disorder. Methods In this cross-sectional study, we collected data between August and November 2022 using a self-administered online Arabic questionnaire, which included a validated translation of the IGD-20 test, which is a tool based on the DSM-5 criteria for diagnosing IGD. We used a multistage sampling technique, with two administrative areas as clusters, to randomly select eight intermediate and high schools with an equal distribution of male and female students. We analyzed the data using descriptive statistics and chi-square analysis. Results A total of 391 participants were included in the study, with an age range of 12 to 18 years. Males accounted for 51.4% (n=201) of the sample, and females accounted for 48.6% (n=190). The prevalence of IGD was found to be 3.5% (n=14), with males accounting for 64% (n=9) of affected participants. The study found that prolonged gaming duration (three or more hours per day), using mobile phones for gaming, and engaging in online gaming were significant factors associated with the diagnosis of IGD (p<0.001, p<0.001, and p=0.004, respectively). Conclusion This study provides preliminary evidence on the prevalence of IGD among intermediate and high school students in Albaha, Saudi Arabia. The results suggest a lower incidence of IGD compared to studies conducted in other regions of the country. A larger study with in-person interviews is needed to confirm the findings and extend the generalizability of the results. Furthermore, the study highlights the need for further research to explore the risk factors associated with IGD and to develop interventions to address this emerging mental health issue among Saudi Arabian youth. |
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