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Gaming addiction and perceived stress among Saudi adolescents

INTRODUCTION: Adolescents (age: 10–19 years) make up 15% of the Saudi population and have easy access to electronic gadgets and the Internet, yet data on gaming addiction among adolescents are negligible. We aimed to determine the prevalence of gaming addiction and its association with stress among...

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Autores principales: Rajab, Ahmad Mamoun, Zaghloul, Mohamed Saddik, Enabi, Saed, Rajab, Tawfik Mamoun, Al-Khani, Abdullah Murhaf, Basalah, Abdulrahman, Alchalati, Sara Wafik, Enabi, Joud, Aljundi, Saadi, Billah, Syed Muhammad Baqui, Saquib, Juliann, AlMazrou, AbdulRahman, Saquib, Nazmus
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Elsevier 2020
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7244928/
https://www.ncbi.nlm.nih.gov/pubmed/32467850
http://dx.doi.org/10.1016/j.abrep.2020.100261
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author Rajab, Ahmad Mamoun
Zaghloul, Mohamed Saddik
Enabi, Saed
Rajab, Tawfik Mamoun
Al-Khani, Abdullah Murhaf
Basalah, Abdulrahman
Alchalati, Sara Wafik
Enabi, Joud
Aljundi, Saadi
Billah, Syed Muhammad Baqui
Saquib, Juliann
AlMazrou, AbdulRahman
Saquib, Nazmus
author_facet Rajab, Ahmad Mamoun
Zaghloul, Mohamed Saddik
Enabi, Saed
Rajab, Tawfik Mamoun
Al-Khani, Abdullah Murhaf
Basalah, Abdulrahman
Alchalati, Sara Wafik
Enabi, Joud
Aljundi, Saadi
Billah, Syed Muhammad Baqui
Saquib, Juliann
AlMazrou, AbdulRahman
Saquib, Nazmus
author_sort Rajab, Ahmad Mamoun
collection PubMed
description INTRODUCTION: Adolescents (age: 10–19 years) make up 15% of the Saudi population and have easy access to electronic gadgets and the Internet, yet data on gaming addiction among adolescents are negligible. We aimed to determine the prevalence of gaming addiction and its association with stress among Saudi school students. METHODS: In this cross-sectional survey, 2675 school students (grades 7–12) from 40 randomly selected schools in four main cities of Al-Qassim province in Saudi Arabia participated. The questionnaire inquired about demography, lifestyle, gaming addiction (7-item Game Addiction Scale), and stress (10-item Perceived Stress Scale). Multinomial logistic regression assessed the association between gaming addiction (yes, no) and stress (high, moderate, low). RESULTS: Participants’ mean age was 16.1 (SD = 1.6) years; 50% were female; 64% reported >3 h of daily screen time; 5% were addicted to gaming; 11.4% had high-level stress. Addiction to gaming was strongly associated with stress in the adjusted analysis (moderate OR = 6.7, 95% CI = 2.9–15.5; high OR = 11.9, 95% CI = 4.7–30.1). Additionally, those who were older, female, had poor grades, unhealthy dietary habits, an inactive lifestyle, and smoked were more likely to experience high stress. CONCLUSIONS: Gaming addiction is strongly associated with stress among Saudi adolescents.
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spelling pubmed-72449282020-05-27 Gaming addiction and perceived stress among Saudi adolescents Rajab, Ahmad Mamoun Zaghloul, Mohamed Saddik Enabi, Saed Rajab, Tawfik Mamoun Al-Khani, Abdullah Murhaf Basalah, Abdulrahman Alchalati, Sara Wafik Enabi, Joud Aljundi, Saadi Billah, Syed Muhammad Baqui Saquib, Juliann AlMazrou, AbdulRahman Saquib, Nazmus Addict Behav Rep Research paper INTRODUCTION: Adolescents (age: 10–19 years) make up 15% of the Saudi population and have easy access to electronic gadgets and the Internet, yet data on gaming addiction among adolescents are negligible. We aimed to determine the prevalence of gaming addiction and its association with stress among Saudi school students. METHODS: In this cross-sectional survey, 2675 school students (grades 7–12) from 40 randomly selected schools in four main cities of Al-Qassim province in Saudi Arabia participated. The questionnaire inquired about demography, lifestyle, gaming addiction (7-item Game Addiction Scale), and stress (10-item Perceived Stress Scale). Multinomial logistic regression assessed the association between gaming addiction (yes, no) and stress (high, moderate, low). RESULTS: Participants’ mean age was 16.1 (SD = 1.6) years; 50% were female; 64% reported >3 h of daily screen time; 5% were addicted to gaming; 11.4% had high-level stress. Addiction to gaming was strongly associated with stress in the adjusted analysis (moderate OR = 6.7, 95% CI = 2.9–15.5; high OR = 11.9, 95% CI = 4.7–30.1). Additionally, those who were older, female, had poor grades, unhealthy dietary habits, an inactive lifestyle, and smoked were more likely to experience high stress. CONCLUSIONS: Gaming addiction is strongly associated with stress among Saudi adolescents. Elsevier 2020-02-04 /pmc/articles/PMC7244928/ /pubmed/32467850 http://dx.doi.org/10.1016/j.abrep.2020.100261 Text en © 2020 The Authors http://creativecommons.org/licenses/by-nc-nd/4.0/ This is an open access article under the CC BY-NC-ND license (http://creativecommons.org/licenses/by-nc-nd/4.0/).
spellingShingle Research paper
Rajab, Ahmad Mamoun
Zaghloul, Mohamed Saddik
Enabi, Saed
Rajab, Tawfik Mamoun
Al-Khani, Abdullah Murhaf
Basalah, Abdulrahman
Alchalati, Sara Wafik
Enabi, Joud
Aljundi, Saadi
Billah, Syed Muhammad Baqui
Saquib, Juliann
AlMazrou, AbdulRahman
Saquib, Nazmus
Gaming addiction and perceived stress among Saudi adolescents
title Gaming addiction and perceived stress among Saudi adolescents
title_full Gaming addiction and perceived stress among Saudi adolescents
title_fullStr Gaming addiction and perceived stress among Saudi adolescents
title_full_unstemmed Gaming addiction and perceived stress among Saudi adolescents
title_short Gaming addiction and perceived stress among Saudi adolescents
title_sort gaming addiction and perceived stress among saudi adolescents
topic Research paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7244928/
https://www.ncbi.nlm.nih.gov/pubmed/32467850
http://dx.doi.org/10.1016/j.abrep.2020.100261
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