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An Evaluation of the Factors Related to Internet Gaming Disorder in Young Adults

BACKGROUND: Game addiction is a growing problem all over the world. The present study aimed to evaluate the prevalence and psychological, social, and behavioral effects of internet gaming disorder (IGD) on young adults. METHODS: A preliminary study was conducted and the game types most commonly play...

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Autores principales: Ünal, Egemen, Gökler, Mehmet Enes, Turan, Şenol
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Kerman University of Medical Sciences and Health Services 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10408751/
https://www.ncbi.nlm.nih.gov/pubmed/37559796
http://dx.doi.org/10.34172/ahj.2022.1381
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author Ünal, Egemen
Gökler, Mehmet Enes
Turan, Şenol
author_facet Ünal, Egemen
Gökler, Mehmet Enes
Turan, Şenol
author_sort Ünal, Egemen
collection PubMed
description BACKGROUND: Game addiction is a growing problem all over the world. The present study aimed to evaluate the prevalence and psychological, social, and behavioral effects of internet gaming disorder (IGD) on young adults. METHODS: A preliminary study was conducted and the game types most commonly played on the internet were determined. Then, approximately 60 gaming site managers were contacted. After obtaining consent, the questionnaires were sent to gaming site members and they were asked to complete the questionnaires. Data were collected through a sociodemographic form, Internet Gaming Disorder Scale–Short Form (IGDS9-SF), Strengths and Difficulties Questionnaire (SDQ), and State-Trait Anxiety Inventory (STAI). FINDINGS: The study was conducted with 613 participants. The age of the participants ranged from 15 to 30 years, with a mean age of 20.80±4.63 years. The prevalence of IGD was 10% (n=67). Those with low-income families and low academic performance were identified as more likely to develop IGD. Moreover, IGD was revealed to be more likely in individuals with fewer close friends, playing games from an early age, and those with a habit of devoting extensive time to watching online game videos on Twitch or YouTube. In addition, the risk of gaming disorder was approximately two times higher in individuals who preferred First Person Shooter (FPS) games and Massively Multiplayer Online Role-Playing Games (MMORPG). CONCLUSION: The results of this study could be useful for estimating the level of IGD and carrying out more comprehensive studies to possibly be able to control IGD.
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spelling pubmed-104087512023-08-09 An Evaluation of the Factors Related to Internet Gaming Disorder in Young Adults Ünal, Egemen Gökler, Mehmet Enes Turan, Şenol Addict Health Original Article BACKGROUND: Game addiction is a growing problem all over the world. The present study aimed to evaluate the prevalence and psychological, social, and behavioral effects of internet gaming disorder (IGD) on young adults. METHODS: A preliminary study was conducted and the game types most commonly played on the internet were determined. Then, approximately 60 gaming site managers were contacted. After obtaining consent, the questionnaires were sent to gaming site members and they were asked to complete the questionnaires. Data were collected through a sociodemographic form, Internet Gaming Disorder Scale–Short Form (IGDS9-SF), Strengths and Difficulties Questionnaire (SDQ), and State-Trait Anxiety Inventory (STAI). FINDINGS: The study was conducted with 613 participants. The age of the participants ranged from 15 to 30 years, with a mean age of 20.80±4.63 years. The prevalence of IGD was 10% (n=67). Those with low-income families and low academic performance were identified as more likely to develop IGD. Moreover, IGD was revealed to be more likely in individuals with fewer close friends, playing games from an early age, and those with a habit of devoting extensive time to watching online game videos on Twitch or YouTube. In addition, the risk of gaming disorder was approximately two times higher in individuals who preferred First Person Shooter (FPS) games and Massively Multiplayer Online Role-Playing Games (MMORPG). CONCLUSION: The results of this study could be useful for estimating the level of IGD and carrying out more comprehensive studies to possibly be able to control IGD. Kerman University of Medical Sciences and Health Services 2022-10 2022-10-29 /pmc/articles/PMC10408751/ /pubmed/37559796 http://dx.doi.org/10.34172/ahj.2022.1381 Text en © 2022 Kerman University of Medical Sciences https://creativecommons.org/licenses/by-nc/3.0/This work is licensed under a Creative Commons Attribution-NonCommercial 3.0 Unported License which allows users to read, copy, distribute and make derivative works for non-commercial purposes from the material, as long as the author of the original work is cited properly.
spellingShingle Original Article
Ünal, Egemen
Gökler, Mehmet Enes
Turan, Şenol
An Evaluation of the Factors Related to Internet Gaming Disorder in Young Adults
title An Evaluation of the Factors Related to Internet Gaming Disorder in Young Adults
title_full An Evaluation of the Factors Related to Internet Gaming Disorder in Young Adults
title_fullStr An Evaluation of the Factors Related to Internet Gaming Disorder in Young Adults
title_full_unstemmed An Evaluation of the Factors Related to Internet Gaming Disorder in Young Adults
title_short An Evaluation of the Factors Related to Internet Gaming Disorder in Young Adults
title_sort evaluation of the factors related to internet gaming disorder in young adults
topic Original Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10408751/
https://www.ncbi.nlm.nih.gov/pubmed/37559796
http://dx.doi.org/10.34172/ahj.2022.1381
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